Docs/Getting started/From Verse Builder to UEFN
From Verse Builder to UEFN
You have generated Verse. Now what? Step-by-step from copy to paste to placement to running your game on a published island.
Last updated 2026-06-06
Prerequisites
- UEFN installed (create.fortnite.com).
- A UEFN project open with the Verse plugin enabled (default).
- A Verse Builder project ready to export — at least one rule and Game Data configured.
Step 1 — Export the code
Open the Code tab
In Verse Builder, click Code in the activity bar (or press ⌘ + . to peek). For multi-device projects, each device gets its own file.Check for errors
Look at the top banner. If it's green (no errors) you're good. If red, fix the listed validation issues first — your code won't compile until they're cleared.Copy
Click Copy code at the top of the file. For multi-device projects, copy each device file separately.
Step 2 — Paste into UEFN
Open the Verse Explorer in UEFN
From the UEFN top menu: Verse → Verse Explorer. Your project tree appears.Create a new device file
Right-click your project'sVerseDevicesfolder → New file. Name it after your device (the file name should match the class — e.g.my_device.verse).Paste the code
Open the file (UEFN opens it in VS Code if installed, otherwise its built-in editor). Replace its contents with the copied code.Build Verse code
In UEFN: Verse → Build Verse Code. If the build is green, yourmy_deviceactor now appears in the Place Actors panel.
💡 Tip
File name must match the device class name. If the generated code starts with
economy_device := class(creative_device):, the file should be economy_device.verse.Step 3 — Place and wire devices
Drop the device on the island
From Place Actors, search for your device class and drag it into the level. It has no visible mesh — that's fine.Wire @editable bindings
Select the device. In the Details panel you'll see one field per@editableproperty. Drag the matching UEFN actor into each: a Button device, a Volume device, an Elimination Manager, etc.Tune the configs
Any@editablenumber or float you exposed via Config appears here too. Set them to your desired values — this is where designers tune balance.
Step 4 — Test in session
Hit Launch Session in UEFN. You'll spawn into your island with the rules running. Trigger the events you wired (eliminate a player, enter a volume, press a button) and confirm the behavior matches what you designed in Verse Builder.
💡 Tip
For persistent variables, the very first launch initializes the schema. Future rounds inherit it. Test the persistence by quitting and rejoining the session.
Common issues
⚠️ Watch out
“Class doesn't exist” in UEFN. Your file name doesn't match the device class. Rename the file or rename the class on Verse Builder side.
⚠️ Watch out
Compile error mentions a missing device type. The generated code imports specific UEFN modules. If a build fails on import, check you're on UEFN 41.00+ — older versions miss some device APIs Verse Builder targets.
⚠️ Watch out
Device works but nothing fires. Almost always an unwired
@editable binding. Re-check the Details panel; every field should have an actor assigned.See also