Docs/Getting started/Glossary
Glossary
Every term used in Verse Builder docs, defined once. Alphabetical. Open this page in another tab when reading concepts or recipes.
Last updated 2026-06-06
Alphabetical, by the way the term shows up in Verse Builder UI or generated Verse — not by abstract definition. Each entry links to the page that explains the concept in depth.
- @editable
- Verse keyword that exposes a class property to the UEFN editor. Designers can wire actors or change numbers in the Details panel without touching code. Configs and device bindings both compile to
@editable. See Devices & @editable. - Action
- The DO part of a rule. Side effects: grant items, change variables, show HUD, teleport. Actions in a single rule run top-to-bottom. See Actions atom library.
- Agent
- The Verse type that represents whoever caused an event — usually a player. Most events pass the agent implicitly to the rule's IF and DO blocks.
- Atom
- A single piece in the rule editor. Events (WHEN), Conditions (IF), and Actions (DO) are all atoms. Each has a unique
atomIdand a typed set of parameters. - Binding
- A typed reference from a Consumer device to a Provider device, declared in the Module tab. Compiled to
@editableon the Consumer; wired in UEFN by dragging the Provider actor in. See Multi-device. - Composer
- The pure-functional pipeline that turns a list of rules into Verse code. Same inputs always produce the same output — no randomness, no side effects.
- Condition
- The IF part of a rule. Optional gate that re-evaluates every time the WHEN event fires. Multiple conditions combine with
AND(default) orOR. See Conditions atom library. - Config
- A designer-tunable constant exposed via
@editable. Read-only from rules. Used for balance, time constants, caps. See Game data: Config. - Consumer
- A device that depends on a Provider — declares a Binding, consumes Exports. Multi-device packs are 1 Provider + N Consumers.
- Device
- One file in your project. Compiles to a Verse class extending
creative_device, placed in UEFN as an actor. Owns its rules, game data, and bindings. - Event
- The WHEN part of a rule. The trigger — On Elimination, On Button Pressed, On Timer Elapsed. See Events atom library.
- Export
- A public method a Provider device exposes for Consumers to call. Declared in the Module tab. Compiled to
<public>methods. - Game Data
- The collective name for everything you declare alongside rules — Variables, Configs, Phases, Messages, Inventories, and the Module config. All live in the Game Data tab.
- Inventory
- A slot-based per-player container — backpack, hotbar, crafting grid. Persistent by default. See Game data: Inventories.
- IR
- The typed intermediate representation the Composer V2 pipeline uses. You don't interact with it directly — it sits between “rules” and “Verse code” and powers validation, dead-code elimination, and helper inlining.
- Message
- A named piece of player-facing text. Defined once, referenced from any HUD/popup action. Tokens like
{coins}inject variable values at runtime. Compiled to<localizes>declarations. - Module
- The multi-device configuration for one device — its role (Provider or Consumer), Exports, Bindings. See Game data: Module system.
- Pack
- A bundle of 2+ devices that work together — typically 1 Provider + N Consumers. Verse Builder ships several Pack presets (Tycoon, Economy Shop, …) you can load as starting points.
- Persist
- A per-player variable flag. When on, the value survives disconnects and rejoins via Fortnite's player-data system. When off, the value resets to the default every round.
- Phase
- A named stage of your game — lobby, game, ending. Exactly one phase is current at a time. Rules can be gated to specific phases. See Concepts: Phases.
- Provider
- A device that owns shared state and exposes public methods (Exports) for other devices (Consumers) to call. Exactly one Provider per pack.
- Rule
- The atomic unit of behavior: WHEN something happens, IF a condition is true, DO these actions. Devices contain ordered lists of rules.
- Scope
- A per-variable flag:
player(each user has their own copy) orglobal(one shared value across the whole island). - Variable
- A named value that can change at runtime — coins, level, current_zone. Configured with a Type, Scope, Default, and Persist flag. See Game data: Variables.
See also