By now you have:
- A playable greybox layout that expresses your core loop (Lesson 3)
- Movement and simple interactions that already feel responsive (Lesson 4)
In this lesson you’ll turn that playground into something that feels like a real Fortnite experience:
- Players spawn in sensible locations.
- There’s a clear way to win or lose.
- The match starts, plays out, and ends instead of going on forever.
You’ll configure spawns, objectives, and a simple game mode using UEFN devices and some light Verse glue where it helps.
1. Clarify the Core Match Fantasy
Before you place a single spawn pad, write down:
- How do players win?
- Highest score after X minutes?
- First to reach N eliminations?
- Completing a shared objective faster than another team?
- How do players lose or fail?
- Time runs out?
- Another team reaches the goal first?
Keep it small for this lesson:
- Solo or 2–4 player experience.
- One primary objective and maybe one secondary “nice to have.”
Examples:
- “First to 20 eliminations in this arena wins.”
- “Two teams race to capture and hold the central point for 3 minutes.”
- “Players cooperate to clear 3 waves of AI enemies as fast as possible.”
You’ll wire a version of that fantasy into your existing layout.
2. Place and Test Player Spawns
Spawns are where every match begins—and where frustration starts if they’re sloppy.
In UEFN:
-
Add player spawns
- In the Place tab, search for spawn‑related devices:
Player Spawn PadTeam Spawn,Player Start, or similar depending on your template.
- Drop a small cluster of spawns in:
- A safe but relevant spot (not directly in line of fire).
- Close enough to your core loop that players don’t spend 30 seconds walking.
- In the Place tab, search for spawn‑related devices:
-
Align with your map flow
- Use your greybox notes from Lesson 3:
- Primary routes
- High‑traffic zones
- Safe warm‑up areas
- Make sure spawns face into the action, not into a wall.
- Use your greybox notes from Lesson 3:
-
Test solo
- Start a playtest session.
- Respawn a few times:
- Do you always end up facing something meaningful?
- Are there any obvious spawn‑kill angles?
If spawns feel wrong, fix them now—no amount of fancy systems will save bad spawn logic.
3. Define a Simple Objective Using Built‑In Devices
UEFN gives you powerful devices so you don’t need to script everything in Verse from scratch.
Pick one objective type that matches your fantasy:
- Elimination‑based
- Use score managers and elimination managers.
- Control point / zone
- Use capture devices or control point devices.
- Collect and deliver
- Use item spawners and objective counters.
Example: “First to 20 eliminations wins”
- Add an Elimination Manager / score device.
- Configure:
- Score per elimination.
- Target score (e.g., 20).
- Optionally connect to a HUD message device to broadcast current score.
Example: “Hold the central point to gain score over time”
- Place a control point device at your central arena.
- Set:
- Capture time.
- Score per second while owned.
- Which teams can capture.
The goal is not “perfect meta balance”; it’s one clear path to victory.
4. Create a Lightweight Game Mode Loop (Start → Play → End)
With spawns and an objective, you need a match flow:
- Match start
- Countdown, then enable player control and objective tracking.
- Match running
- Players score via eliminations or objective progress.
- Match end
- One team or player wins.
- Everyone sees a clear end‑of‑match screen or message.
You can wire much of this with devices:
- Use a Round Settings / Game Mode device to:
- Set round duration (for example, 8–12 minutes).
- Choose win conditions:
- Highest score at end of timer.
- First to target score.
- Use message / announcement devices for:
- “Match starting in 5…4…3…”
- “Objective active!”
- “Red Team Wins!” or “Time’s Up!”
Once devices handle the basics, you can layer Verse for more control.
5. Add Light Verse Glue for Custom Logic (Optional but Powerful)
If you’re comfortable with Verse, you can make the match logic feel intentional instead of generic.
Common patterns:
- Tracking custom score conditions.
- Triggering special events when:
- A team hits 50% of the target.
- Time left drops below 1 minute.
- A particular area is visited for the first time.
Pseudo‑pattern in Verse:
using { /Fortnite.com/Game, /Fortnite.com/Devices }
game_manager := class():
@editable ScoreDevice: score_manager_device = score_manager_device{}
@editable RoundSettings: game_state_device = game_state_device{}
OnBegin():void =
# Called when the experience starts
RoundSettings.StartRound()
MonitorScore()
MonitorScore():void =
loop:
Sleep(1.0)
score := ScoreDevice.GetScoreForTeam(TeamIndex:=1)
if (score >= 20):
RoundSettings.EndRound()
break
You don’t need fancy Verse to ship; even a simple watcher that ends the round when a score threshold is reached can make your mode feel tailored.
6. Run a “Play to Completion” Test With Friends
Now you need to know: does this feel like a complete match?
- Invite 1–3 friends or collaborators.
- Ask them to:
- Play from lobby to match end at least twice.
- Try different routes and play styles.
Ask specific questions:
- Did you understand how to win or lose?
- Did the match length feel too short, too long, or okay?
- Were there any confusing flows (stuck in lobby, not sure if match ended, etc.)?
Capture notes in your design doc or planning one‑pager from Lesson 1.
7. Tighten the Flow Based on Feedback
Use what you saw to make one pass of improvements:
-
If players were confused about the objective:
- Add a short on‑screen intro message when the match starts.
- Consider a simple UI marker or world marker on the main objective.
-
If matches felt too long or too short:
- Adjust:
- Target score.
- Round duration.
- Score rate from objectives.
-
If respawns felt unfair:
- Move or add spawn pads.
- Check line‑of‑sight from main combat zones.
Keep this pass small and focused—one or two improvements per test is enough.
8. Mini Challenge – Ship a “Version 0.1” Game Mode
By the end of this lesson, create and save a tagged version of your project that you could show someone as:
“This is the first playable version of my UEFN experience.”
Checklist:
- [ ] Spawns are placed in sensible, safe locations.
- [ ] There is one clear objective and win condition.
- [ ] A full match can run from start to end without manual intervention.
- [ ] At least one other person has played through a full match.
If that’s all true, you’ve gone from a greybox toy to a shippable mini‑experience.
What’s Next – Verse‑Powered Systems and Progression
You now have:
- A greybox level.
- Good‑feeling movement and interactions.
- A basic but complete match loop with spawns and objectives.
In the next lesson, you’ll start layering Verse‑powered systems on top of this:
- Custom scoring and progression.
- Reactive events when objectives are completed.
- Small systems that make players want to play “just one more round.”
Keep this version saved—future lessons will build on top of it rather than starting over.