Reference
The Ropes
The canonical, one-per-object reference for Verse & UEFN — every device, type and API, with its full member surface and compile-verified examples. Browse the Guides →
Devices
236 objectsDrop-in UEFN devices you drive from Verse — triggers, granters, locks, spawners.
236 with a full reference page
Foundations
19 objectsVerse patterns, best-practices and style — how to write clean, correct Verse.
19 with a full reference page
Language
152 objectsCore Verse language + standard-library types: the building blocks every island uses.
152 with a full reference page
Scene Graph
142 objectsEntities, components and the simulation model behind the new scene-graph runtime.
24 with a full reference page
Items
28 objectsItemization, inventory and item-spawning APIs — what players carry and pick up.
Reference pages coming soon
Collectibles
678 objectsThe island's collectible catalog — weapons, items, companions, sidekicks, sprites, ammo, currency and traps players find, collect and master.
678 with a full reference page
Fortnite API
1515 objectsThe wider Fortnite API surface available to Verse.
2 with a full reference page
Unreal Engine
94 objectsUnreal Engine types & APIs exposed to Verse — the engine layer beneath Fortnite.
4 with a full reference page
language objects
100 shownabstract_classAn `<abstract>` class is a base you can't instantiate directly — it defines sharreference →add_widget_to_screenAddWidget puts a widget on a player's screen — show a custom HUD, a banner, a prreference →all_players_on_teamFilter the player list by team to act on one side — score a team, message alliesreference →apply_damageDamage an agent from Verse to lower its health — programmatic combat: a trap, a reference →array_add_removeGrow and shrink a `var` array: `set Items += array{NewItem}` appends; rebuild wireference →array_bounds_are_failableIndexing past the end of an array FAILS instead of crashing — `Items[99]` in an reference →array_index_accessIndex an array with a FAILABLE `[]`: `if (First := Items[0]):` binds the elementreference →array_lengthAn array's `.Length` is how many elements it holds — check if a list is empty, ireference →await_an_eventAwait pauses a suspends function until an event fires: `Button.InteractedWithEvereference →block_expressionA `block:` groups several lines into one expression whose value is its last linereference →boolean_logicA `logic` value is true or false — store a flag like `IsGameOver` and branch on reference →branch_fire_and_forgetbranch: Fire-and-Forget Concurrency in Versereference →break_out_of_looploop & break in Verse: Repeating Logic with an Exitreference →button_widgetA button widget reacts to clicks on the HUD — subscribe to its event to run Versreference →cancel_on_conditioncancel-on-condition: Cancelling Async Tasks When the Game Says Stopreference →canvas_layoutcanvas & canvas_slot: Custom HUD Layouts in Versereference →case_on_intcase on int: Branch Your Game Logic Like a Proreference →casting_subtypeCasting to a Subtype in Verse: Turning Tagged Actors into Devicesreference →cinematic_trigger_chainCHAINING devices: a trigger_device's TriggeredEvent fires a cinematic sequence dreference →comparison_operatorsComparison Operators: Branching Game Logic in Versereference →conditional_buttonconditional_button_device only activates when a player holds the required key itreference →constantsConstants in Verse: Lock In Your Valuesreference →continue_skip_iterationcontinue and skip: Controlling Loop Iterations in Versereference →count_matchingplayer_counter_device: Gate the Fun Until the Crew Arrivesreference →countdown_timer_loopCount down from N: each second, decrement a `var`, update the HUD, Sleep — stop reference →cross_folder_accessCross-Folder Access & player_reference_device: Tracking Players Across Your Islandreference →custom_event_signalcustom_event_signal: Wire Your Island Together Without Spaghettireference →decides_effect_ruleThe <decides> Effect: Failable Logic That Actually Compilesreference →default_parametersDefault Parameters: Cleaner Verse Functions on the Covereference →default_value_fallbackdefault-value-fallback: Safe Defaults in Verse UIreference →define_a_classDefining Classes in Verse: Blueprints for Your Game Objectsreference →define_a_functionFunctions in Verse: Building Reusable Game Logicreference →detect_player_joinPlayerAddedEvent: Welcome Every Sailor to Your Covereference →detect_player_leavedetect_player_leave: Reacting When Players Abandon the Islandreference →editable_propertiesEditable Properties: Wire Your Island Together Without Touching Codereference →elimination_eventelimination_result: React to Every Knockoutreference →enum_branchingEnum Branching in Verse: Coastal Zone Logicreference →event_subscribe_unsubscribeEvents in Verse: Subscribe, Handle, and Unsubscribereference →expressions_have_valuesExpressions Have Values: Verse's Most Powerful Ideareference →failable_expressions_ruleFailable Expressions: Verse's Superpower for Safe Game Logicreference →failure_context_requiredfailure-context-required: Speculative Logic on the Cove Dockreference →failure_decidesfailure-decides: Letting Failure Steer Your Island Logicreference →filter_an_arrayfilter-an-array: Picking the Right Players on a Sunny Covereference →find_first_matchfind (first): Picking the First Match on a Sunny Covereference →folders_are_modulesFolders Are Modules: Organizing Verse Code on Your Islandreference →forfor: Looping Over Devices to Build a Sunny Cove Momentreference →for_with_indexfor-with-index: Looping Over Devices With Their Position in Linereference →function_as_helperfunction-as-helper: Reusable Verse Functions for Cleaner Island Logicreference →get_all_playersGetPlayers: Rounding Up Everyone on the Islandreference →get_fort_characterGet an agent's fort_character with a failable `[]`: `if (Char := Agent.GetFortChreference →get_player_from_agentNarrow an agent to a player with a failable cast `if (P := player[Agent]):` — dereference →get_player_uiGetPlayerUI[Player] failably returns a player's UI so you can add widgets — the reference →get_playersGetPlayspace().GetPlayers() returns every player as an array — the starting poinreference →get_set_healthRead and set an agent's health via its fort_character — check current HP, set itreference →get_transformGetTransform reads a thing's transform — its translation (position), rotation anreference →grant_effect_to_playerApply an effect (speed, shield, item) to a player from Verse via a device or forreference →heal_agentHeal an agent from Verse to raise its health toward max — health pickups, safe zreference →if_branchingif / branching: run one block when a condition holds, else run another. Verse ifreference →immutable_array_iterationIterating an array doesn't change it — `for` gives you each element to READ. To reference →immutable_by_defaultBindings are IMMUTABLE by default: `Score := 0` can't be changed later. You mustreference →implement_interfaceImplement an interface: a class lists the interface in its parents and defines ereference →indentation_mattersVerse uses indentation to define blocks: the lines indented under an `if`, `for`reference →inheritanceInheritance: a subclass `child := class(parent):` gets the parent's fields and mreference →integer_division_modInteger division and `Mod` split a number: `Mod(Index, 4)` cycles 0,1,2,3 — wrapreference →interfacesAn interface names a SHAPE — methods a type promises to provide — without any coreference →is_player_aliveCheck liveness by failably getting the fort_character: it binds only when the agreference →item_granteritem_granter_device hands items/weapons to a player from Verse: GrantItem(Agent)reference →item_spawnerItem Spawner — spawns items or enemies into the world on a timer or when triggerreference →item_spawner_v6item_spawner_device: place an item spawner in your level and spawn pickups from reference →iterate_an_arrayfor over an array: visit each element once, in order, binding it to a name in threference →iterate_an_array_v6for loop over an array: walk a collection one element at a time. Use for (Item :reference →leaderboard_from_mapBuild a leaderboard by sorting the per-player score map into ranked order — loopreference →lerp_interpolationLerp (linear interpolation) blends from one value to another by a fraction t in reference →lives_systemGive players a lives count: decrement on elimination, respawn while >0, eliminatreference →lock_and_doorlock_device controls a real DOOR from Verse: Open(Agent) swings it open, Close(Areference →logic_and_orCombine conditions with `and` / `or`: `if (HasKey and AtDoor):` needs both; `or`reference →logic_not`not` flips a condition: `if (not IsDead):` runs while the player is alive. Invereference →loop_with_sleepA `loop` with a `Sleep` inside is a heartbeat: do a tick of work, wait, repeat —reference →map_add_entryAdd or update a map entry: `set Scores = concat(Scores, map{Player => 10})` storreference →map_key_valuefor over a map: iterate the key→value pairs of a `[key]value` map, binding both reference →map_keys_uniqueA map holds one value per key; setting an existing key replaces it. Use that to reference →map_lookupLook a key up in a map with a failable `[]`: `if (Hp := Health[Player]):` binds reference →match_timer_endEnd the match when the global timer hits zero: race the round loop against the treference →math_absAbs returns the magnitude of a number, dropping its sign: `Abs(-5) = 5`. Use it reference →math_clampClamp keeps a number inside a range: `Clamp(Value, 0, 100)` returns Value but nereference →math_floor_ceilFloor rounds a float DOWN to a whole number, Ceil rounds it UP: turn 3.7 into 3 reference →math_min_maxMin and Max pick the smaller / larger of two numbers: `Hp := Max(0, Hp - Dmg)`. reference →move_prop_movetoMoveTo smoothly animates a prop from where it is to a target position over a durreference →multiple_return_valuesReturn several values at once with a tuple: `GetBounds():tuple(int,int)` hands breference →mutable_var_setMutable variables with set — game state that CHANGES while the game runs (a scorreference →mutable_var_set_v6var and set: a mutable variable holds GAME STATE that changes while the game runreference →named_argumentsCall with named arguments `?Speed := 5.0` to pass values by name, not position —reference →named_tuple_elementsAccess tuple elements positionally with `(0)`,`(1)`: a tuple keeps several valuereference →nested_loopsA loop inside a loop walks a grid or every pair: rows × columns, each player agareference →no_null_in_verseVerse has NO null. 'Maybe absent' is an `option` (`false` when empty); 'might fareference →onbegin_entry_pointOnBegin: The Verse Device Entry Pointreference →optionoption: Safe Values in Versereference →option_chainingOption Chaining in Verse: Safely Unwrapping ?Valuesreference →override_methodoverride-method: Polymorphic Behavior in Verse Devicesreference →pickup_and_grantpickup_item_granter_device: Loot That Lands in Players' Handsreference →