Devices module
Module import path: /Fortnite.com/Devices
-
Devices
Classes and Structs
| Name | Description |
|---|---|
creative_device |
Inherit from this to create a custom creative device. Inherited classes will appear in the UEFN content browser the next time Verse compiles. Instances of your derived creative_device can then be placed in the island by dragging them from the content browser into the scene. |
creative_device_base |
Base class for creative_device. |
creative_device_asset |
Internal asset for representing creative devices. |
creative_object |
Base class for creative devices and props. |
creative_prop |
A Fortnite prop that has been placed or spawned in the island. |
creative_prop_asset |
Asset used to spawn creative_prop instances. |
device_ai_interaction_result |
Payload of device_event_ai_interaction. |
animated_mesh_device |
Used to select, spawn, and configure a skeletal mesh to play a specific animation. |
automated_turret_device |
Used to create a customizable turret that can search for nearby targets. |
service_station_device |
A one stop automated refueling and repairing station for your vehicles. |
post_process_device |
Used to apply Post Process Effects to players through the creative device rather than a Post Process Volume. |
accolades_device |
Used to set up islands so players will earn Battle Pass XP when they interact with your island. Accolades are achievements or accomplishments that players can complete to earn XP. |
ai_patrol_path_device |
Used to create patrolling behavior for guards spawned with the guard_spawner_device. |
audio_mixer_device |
Used to manage sound buses via control bus mixes set on the Audio Mixer Device. |
analytics_device |
Used to track agent events used to generate analytics. |
campfire_device |
Used to place a campfire in the world that an agent can use to heal themselves. |
audio_player_device |
Used to configure and play audio from the device location or from registered agents. |
creature_manager_device |
Used to customize one creature type at a time. Place multiple creature_manager_devices for each type of creature on your island. |
creature_placer_device |
Used to spawn a creature at a specified location. |
creature_spawner_device |
Used to spawn one or more waves of creatures of customizable types at selected time intervals. |
firefly_spawner_device |
Used to spawn fireflies that can be collected by agents. |
down_but_not_out_device |
Used to customize (or prevent) the 'down but not out' player state between 'healthy' and 'removed from game'. |
elimination_feed_device |
Used to send custom messages to the elimination feed. |
end_game_device |
Used to configure rules that can end the current round or game. |
item_placer_device |
Allows pickup items to be placed in the world.. |
item_remover_device |
Used to cause agents to drop or lose items from their inventory. For example, if an agent is Down But Not Out, they could drop items from their inventory, and other agents could then pick up those items. |
input_trigger_device |
Used to listen for the player activating or releasing certain inputs. The input is defined by the Input option. Players can configure the key for the input in the Creative Input Actions section of the Keyboard Settings. |
changing_booth_device |
Allows players to change their outfit in game! |
class_selector_ui_device |
Used to allow players to select their Class from a Class Selector UI. |
prop_manipulator_device |
Used to manipulate the properties of one or more props in a specified area (e.g. Visibility/Destructibility). |
player_marker_device |
Used to mark an agent's position on the minimap and configure the information shown for marked agents. Example configuration options: * Health and shield bars for marked players. * Distance to a marked player. Example marker appearance options: * Customized text label displayed on marked players. * Alternative minimap icon and icon color. |
customizable_light_device |
Used to create a light which can have its color and brightness manipulated in response to in-game events. |
prop_mover_device |
Used to move around a building or prop, and customize responses to various collision event types. |
race_checkpoint_device |
Used in tandem with race_manager_device to define the route players must traverse. |
race_manager_device |
Used with the race_checkpoint_device to create more advanced racing modes. |
skydome_device |
Controls how the sky looks, as well as giving you options for changing the sun, clouds, stars or other objects in the sky above your island. You can control the sun and moon, and add other atmospheric elements like stars, fog and clouds. You can change the color of your light source, and blend different colors for your island's sky to create the perfect atmosphere for your game. |
real_time_clock_device |
Used to trigger in game events based on real world time. |
sentry_device |
Generates an AI bot that spawns in a location and usually attacks players when they come in range. |
supply_drop_spawner_device |
Used to spawn and configure an aerial supply drop that can provide players with customized weapons/supplies. |
switch_device |
Used to allow agents to turn other linked devices on/off or other custom state changes. |
vfx_creator_device |
Used to create and customize your own visual effects. This is more flexible than the vfx_spawner_device, which gives you a selection of pre-made visual effects to choose from but limits how much you can customize or change those effects. |
water_device |
Used to create and manipulate volumes of water where players can swim, fish, or drive boats. |
player_counter_device |
Used to track and react to how many players are in a particular area, and optionally display that information in game. |
player_spawner_device |
Used to spawn an agent on an island. Use multiple player_spawner_devices to spawn multiple agents. |
player_checkpoint_device |
Used to set an agent's spawn point when activated. This can also clear the agent's inventory. |
map_controller_device |
Used to control the behavior of the map & minimap. Activation for a given agent can occur automatically via the device's Activate Automatically user option, by the agent entering and exiting the device's volume if using the Activate on Trigger user option, or via events from other devices or verse. When more than one map controller is activated for a given agent, the one with the highest Map Priority user option applies. |
skilled_interaction_device |
Used to create a minigame which expects specific input timing from the player. Visuals may vary, but always feature a scrubber that moves from 0.0 to 1.0. Good and perfect zones are defined on the device, describing at what point the player must provide input to succeed. |
hud_controller_device |
Used to show or hide parts of the HUD for players or teams. Use this with other devices such as the hud_message_device, map_indicator_device, and billboard_device to control exactly how much information players can see during a game, as well as how and when they see that information. |
player_reference_device |
Used to relay agent statistics to other devices and agents. Can transmit statistics such as elimination count, eliminated count, or scores when certain conditions are met. Can also project a hologram of the agent and display text that can be altered in various positions and curvatures. |
bouncer_device |
Used to create a bouncer that can launch players, vehicles, and more into the air with optional effects. |
signal_remote_manager_device |
Used to trigger a custom response to a Primary or Secondary signal, sent by a Signal Remote item. |
crash_pad_device |
Used to place a crash pad that can bounce players and protect them from fall damage. |
crowd_volume_device |
Spawns a crowd to cheer you on. |
fishing_zone_device |
Used to add fishing mechanics to experiences, such as: * Fishing competitions between players. * Collecting fish as a resource. * Fishing minigames with their own rewards. |
vfx_spawner_device |
Used to place visual effects around your island. You can use these effects to enhance the overall theme and experience of your game. |
video_player_device |
Used to display curated videos onto in-game screens or player HUDs. |
volume_device |
Used to track when agents enter and exit a volume. |
chair_device |
Creates a chair where Agents can sit. |
guard_spawner_device |
Used to spawn guards that can patrol and attack other agents. |
dance_mannequin_device |
Used to project a hologram of a character performing dance emotes. |
barrier_device |
Creates an impenetrable zone that can block agent movement and weapon fire. |
damage_volume_device |
Used to specify an area volume which can damage agents, vehicles, and creatures. |
effect_volume_device |
Base class for types of volumes with special gameplay properties. |
fire_volume_device |
Used to specify an area which allows (or prevents) various objects, terrain, or buildings from being set on fire. |
mutator_zone_device |
Used to specify a zone where custom gameplay effects can be applied (e.g. gravity, no build, no weapons). |
skydive_volume_device |
Used to create a zone where players are put into a skydive state. Can customize the amount of force used to push the player, and how fast players are launched into the air. The direction of the push is in relation to the device, so you can rotate and overlap several devices, then use variable speeds to create pneumatic tubes that propel players in different directions. You can even create unique traversal (traveling) options, where players can use these zones to reach places on your island they couldn't reach any other way. |
advanced_storm_beacon_device |
Used in conjunction with advanced_storm_controller_device to customize individual storm phases. |
advanced_storm_controller_device |
Used to control a Battle Royale-style storm with up to 50 phases. Like basic_storm_controller_devices, you can use this storm to keep players inside a playable area, but unlike the basic_storm_controller_device, this device generates multiple storm phases. When used in conjunction with advanced_storm_beacon_devices, you can customize each phase of the storm by applying one or more beacons and setting customization options for the specific phase you assign to that beacon. |
air_vent_device |
Used to boost agents, vehicles, and other objects upwards into the air. |
attribute_evaluator_device |
Evaluates attributes for agent when signaled from other devices. Acts as branching logic, checking whether the agent associated with the signal passes all of the tests setup in this device, then sends a signal on either PassEvent or FailEvent. |
ball_spawner_device |
Used to spawn various types of balls. Can be used to control HUD elements related to the spawned balls. |
base_item_spawner_device |
Base class for devices that spawn items. |
basic_storm_controller_device |
A simplified storm device that provides a way to create a single-phase storm and control its basic behaviors. To control multiple phases of the storm see advanced_storm_controller_device. |
beacon_device |
Used to show an in world visual effect and/or a HUD marker at the desired location. |
billboard_device |
Used to display custom text messages on a billboard. |
button_device |
Used to create a button which can trigger other devices when an agent interacts with it. |
capture_area_device |
Used to create a zone that can trigger effects once players enter it. Can be set up to be capturable by a team, to provide a score while held, or to require a specific item as a drop-off. |
capture_item_spawner_device |
Spawns and tracks a single item as a game objective (e.g. flag). |
channel_device |
Sends an Event for every signal it receives. A simple relay to connect multiple devices together. It can also broadcast an event to the playspace and listen for any other channel devices broadcasting to the playspace. |
class_and_team_selector_device |
Used together with class_designer_device to control how/when created classes can be accessed by agents. |
class_designer_device |
Used together with class_selector_device to create class based gameplay. Defines custom class attributes and inventory loadouts. |
collectible_object_device |
Used to place a collectible item into the world. |
color_changing_tiles_device |
Used to create a tile that changes colors when agents interact with it. |
conditional_button_device |
Used to create a specialized button which can only be activated when agents are carrying specific items. |
damage_amplifier_powerup_device |
Used to amplify an agent's damage temporarily. This applies to any weapon the agent is using at the time of the powerup. |
elimination_manager_device |
Used to spawn items when an agent or specified target is eliminated. |
experience_settings_device |
Used to customize high level properties of the game mode. |
explosive_device |
Hazard which deals damage in a radius around it when destroyed or triggered. |
fuel_pump_device |
Used to provide fuel sources for vehicles. Can also be used to deal considerable damage to agents and the environment when destroyed. |
grind_powerup_device |
Used to let agents slide on any surface with accompanying visual and audio effects. |
holoscreen_device |
Used to create a holographic screen that displays a clock or other curated images. |
hud_message_device |
Used to show custom HUD messages to one or more agents. |
item_granter_device |
Used to grant items to agents. Items can either be dropped at the agent's location or added directly to their inventory. |
item_spawner_device |
Used to configuration and spawn items that players can pick up and use. |
lock_device |
Used to customize the state and accessibility of doors. lock_device only works with assets that have a door attached. |
map_indicator_device |
Used to create custom points of interest and markers on the minimap and overview map. |
matchmaking_portal_device |
Used to take players to different islands and to link experiences together. |
movement_modulator_device |
Used to temporarily modify the speed of agents and vehicles. |
objective_device |
Provides a collection of destructible devices that you can select from to use as objectives in your game. |
perception_trigger_device |
Specialized trigger_base_device that will fire output events based on line of sight between agents and the device. |
pinball_bumper_device |
A triggered bumper that can knock players back, damage them, and award points. |
pinball_flipper_device |
Used to move, damage, and give scores to players that interact with it. By default, it is activated by any player touching its front face, which rotates it counterclockwise and knocks those players away from it and slightly upward. |
powerup_device |
Base class for various powerup devices offering common events like ItemPickedUpEvent. |
prop_o_matic_manager_device |
Allows customization of the Prop-o-Matic weapon functions and how the game reacts to players using it. |
prop_spawner_base_device |
Base class for devices that spawn a prop object. |
pulse_trigger_device |
A device used to damage players who collide with it. Can also be used as a trigger to activate other devices. |
radio_device |
Used to play curated music from the device or one or more registered agents. |
rng_device |
Used to generate random numbers between a minimum and maximum value. Events are signaled when numbers are generated. * Value Limit 1 is the minimum value for generation. * Value Limit 2 is the maximum value for generation. |
round_settings_device |
Used to customize gameplay for any round-based game. It generally defines what happens to theagent's inventory and rewards in each round. |
score_manager_device |
Used to manipulate scores using in-experience triggers. If Activating Team is set to a specific team, then you should use the agent overloads of each function. The agent's team will be used to determine if that agent is allowed to affect the state of the device. |
shooting_range_target_device |
A single customizable pop up target that can be hit by agents to trigger various events. |
shooting_range_target_track_device |
A set of customizable pop up targets that can be hit by players to trigger various events. |
storm_controller_device |
Base class for various specialized storm devices. See also: basic_storm_controller_device advanced_storm_controller_device |
support_a_creator_device |
DEPRECATED This device is no longer supported.Used to inform players of other content made by a creator using a Support-A-Creator code. When players activate the device, it will bring up the same Support-A-Creator dialog box they would see in the Creative hub. The Support-A-Creator information shows when the dialog box opens for the player. |
sword_in_the_stone_device |
Used to place the Infinity Blade on your island. When placed, the Infinity Blade becomes available to any player regardless of team affiliation. |
team_settings_and_inventory_device |
Provides team and inventory configurations that go beyond the choices the My Island settings provide. Can also be used to customize individual devices and create variations in team setup. |
teleporter_device |
Customizable rift that allows agents to move instantly between locations. You can use this to move players around your island, or create multi-island experiences with teleporters that take players from one island to another. |
timed_objective_device |
Configures game modes where players can start or stop timers to advance gameplay objectives, such as Attack/Defend Bomb objectives. |
timer_device |
Provides a way to keep track of the time something has taken, either for scoreboard purposes, or to trigger actions. It can be configured in several ways, either acting as a countdown to an event that is triggered at the end, or as a stopwatch for an action that needs to be completed before a set time runs out. |
tracker_device |
Allows creation and HUD tracking of custom objectives for agents to complete. |
trick_tile_device |
A trap device that destroys the tile it's placed on when activated. |
trigger_base_device |
Base class for various specialized trigger devices. See also: trigger_device perception_trigger_device * attribute_evaluator_device |
trigger_device |
Used to relay events to other linked devices. |
vending_machine_device |
Holds and spawns items, with an optional cost for each item. Can hold up to three items, and agents can cycle between these by hitting the machine with their pickaxe. |
visual_effect_powerup_device |
Used to trigger a visual effect (a glow or an outline) when agents pick it up. |
vehicle_spawner_atk_device |
Specialized vehicle_spawner_device that allows an ATK (all terrain kart) to be configured and spawned. |
vehicle_spawner_baller_device |
Specialized vehicle_spawner_device that allows a Baller vehicle to be configured and spawned. |
vehicle_spawner_pickup_truck_device |
Specialized vehicle_spawner_device that allows a pickup truck to be configured and spawned. |
vehicle_spawner_biplane_device |
Specialized vehicle_spawner_device that allows a Stormwing biplane to be configured and spawned. |
vehicle_spawner_boat_device |
Specialized vehicle_spawner_device that allows a boat to be configured and spawned. |
vehicle_spawner_cannon_device |
Specialized vehicle_spawner_device that allows a cannon to be configured and spawned. |
vehicle_spawner_driftboard_device |
Specialized vehicle_spawner_device that allows a Driftboard to be configured and spawned. |
vehicle_spawner_big_rig_device |
Specialized vehicle_spawner_device that allows a Mudflap semi truck to be configured and spawned. |
vehicle_spawner_sedan_device |
Specialized vehicle_spawner_device that allows a Prevalent sedan to be configured and spawned. |
vehicle_spawner_quadcrasher_device |
Specialized vehicle_spawner_device that allows a Quadcrasher to be configured and spawned. |
vehicle_spawner_shopping_cart_device |
Specialized vehicle_spawner_device that allows a shopping cart to be configured and spawned. |
vehicle_spawner_surfboard_device |
Specialized vehicle_spawner_device that allows a surfboard to be configured and spawned. |
vehicle_spawner_taxi_device |
Specialized vehicle_spawner_device that allows a taxi to be configured and spawned. |
vehicle_spawner_device |
Base class for various specialized vehicle spawners which allow specific vehicle types to be spawned and configured with specialized options. |
vehicle_spawner_sports_car_device |
Specialized vehicle_spawner_device that allows a Whiplash sports car to be configured and spawned. |
vehicle_mod_box_spawner_device |
Used to spawn customizable boxes containing vehicle mods. Hit a box with a vehicle to apply the mod. |
character_device |
Used to configure a single interactive mannequin, that can visualize characters, clothing, and perform emotes. |
item_shop_device |
Allows the item shop to be opened when activated |
health_powerup_device |
Used to regenerate an agent's health and/or shields. |
popup_dialog_device |
Used to create HUD text boxes that give players information, and allows responses to be customized to player choices. |
physics_boulder_device |
Physics boulder that can be dislodged and damage agents, vehicles, creatures, and structures. |
physics_object_base_device |
Base class for various physics-based gameplay elements (e.g. boulders/trees). |
physics_tree_device |
Physics tree that can be chopped down, and damage players, vehicles, creatures, and structures. |
stat_creator_device |
A device that generates a scoreboard stat that can be used by the game to determine Game End and Round End conditions. The stat can apply to individual players, teams, or everyone in the match. It can also generate a Level that will increment by 1 each time Value reaches Max Value, resetting Value to 0 when Level increments. |
stat_powerup_device |
Used to increase or decrease a stat for an agent. |
nitro_hoop_device |
Use to create a flaming hoop that accelerates and applies nitro to players and vehicles. |
vehicle_spawner_octane_device |
Spawns a lightweight vehicle made for defying gravity with its rocket boosting, jumping, and aerial maneuverability capabilities. |
vehicle_spawner_armored_battle_bus_device |
Specialized vehicle_spawner_device that allows an armored battle bus to be configured and spawned. |
vehicle_spawner_dirtbike_device |
Specialized vehicle_spawner_device that allows a dirtbike to be configured and spawned. |
vehicle_spawner_helicopter_device |
Specialized vehicle_spawner_device that allows a helicopter to be configured and spawned. |
vehicle_spawner_heavy_turret_device |
Specialized vehicle_spawner_device that allows an anti-vehicle turret to be configured and spawned. |
vehicle_spawner_ufo_device |
Specialized vehicle_spawner_device that allows a UFO to be configured and spawned. |
vehicle_spawner_siege_cannon_device |
Specialized vehicle_spawner_device that allows a siege cannon to be configured and spawned. |
vehicle_spawner_nitro_drifter_sedan_device |
Specialized vehicle_spawner_device that allows a Nitro Drifter sedan to be configured and spawned. |
vehicle_spawner_sportbike_device |
Specialized vehicle_spawner_device that allows a sportbike to be configured and spawned. |
vehicle_spawner_tank_device |
Specialized vehicle_spawner_device that allows a tank to be configured and spawned. |
vehicle_spawner_valet_suv_device |
Specialized vehicle_spawner_device that allows a valet SUV to be configured and spawned. |
npc_spawner_device |
Used to spawn NPCs made with Character Definition asset. |
conversation_device |
Used to set and trigger conversations made via the Conversation Graph. The conversation triggered is assigned to the device. |
gameplay_camera_device |
Used to update the camera’s current viewpoint and rotation based on current camera mode. |
gameplay_camera_fixed_point_device |
Used to update the camera’s current viewpoint and rotation based on a fixed point. |
gameplay_camera_first_person_device |
Used to update the camera's viewpoint from the perspective of the player character. |
gameplay_camera_fixed_angle_device |
Used to update the camera’s current viewpoint and rotation based on a fixed angle. |
gameplay_camera_orbit_device |
Used to update the camera's viewpoint to follow the target and be rotated manually. |
wilds_plant_device |
Used to create plants with explosive pods that players can detonate and launch. |
grind_rail_device |
Used to create customizable Grind Rails. |
vine_rail_device |
Used to create a customizable vine version of the Grind Rails. |
gameplay_controls_device |
Used to update the gameplay controls scheme based on current control mode. |
gameplay_controls_side_scroller_device |
Used to adapt the controls to side scroller functionality |
gameplay_controls_third_person_device |
Used to adapt the controls to the camera perspective |
nitro_barrel_spawner_device |
Used to create an environmental prop that applies Nitro to those around it when it is destroyed. |
vehicle_spawner_getaway_device |
Specialized vehicle_spawner_device that allows a GetAway Car to be configured and spawned. |
cinematic_sequence_device |
Used to trigger level sequences that allow coordination of cinematic animation, transformation, and audio tracks. |
healing_cactus_device |
Use to create a cactus with healing fruits that can be burst to heal nearby players. |
wildlife_spawner_device |
Used to spawn various wildlife that players can herd, hunt, or tame. |
vehicle_spawner_war_bus_device |
Specialized vehicle_spawner_device that allows a war bus to be configured and spawned. |
vehicle_spawner_rocketracing_device |
Specialized vehicle_spawner_device that allows a Rocket Racing Vehicle to be configured and spawned. |
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