UEFN Verse Basics
Overview
Use this skill for practical "get started and keep moving" support in UEFN + Verse. Treat Epic docs as source of truth and guide users through a concrete, testable loop.
Read Order
references/docs-map.mdfor source routing.references/bootstrap-checklist.mdfor end-to-end onboarding and DX loop.
Execution Model
- Confirm the user stage:
install,new project,first Verse file,compile,playtest,debug, orteam workflow. - Give only the next actionable step set (avoid dumping all docs at once).
- Prefer the smallest working loop: create Verse file -> build Verse code -> place device -> launch session -> verify behavior -> iterate.
- If blocked, diagnose by failure class:
environment,compile,session/push,device wiring,runtime logic. - Always include the exact Epic page link used.
Minimal UEFN Verse Patterns
Keep these snippets tiny and adapt imports/devices to the target island.
First Device Skeleton
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
hello_world_device := class(creative_device):
OnBegin<override>()<suspends>:void =
Print("Hello from UEFN Verse")
Editable Device Reference
using { /Fortnite.com/Devices }
example_device := class(creative_device):
@editable
Button:button_device = button_device{}
DX Guardrails
- State clearly which steps require UEFN GUI interactions.
- In compile loops, prefer
Build Verse Codefirst, thenPush Verse Changesfor Verse-only edits. - After changing placed device behavior, use
Push Changeswhen needed so level state/device updates are applied. - In troubleshooting, start with Message Log + Verse Build status, then validate device placement and editable assignments.
- For collaborative projects, prefer Unreal Revision Control workflows early (sync/check-out/check-in discipline).