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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

  1. 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.
  2. 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.
  3. Copy

    Click Copy code at the top of the file. For multi-device projects, copy each device file separately.

Step 2 — Paste into UEFN

  1. Open the Verse Explorer in UEFN

    From the UEFN top menu: Verse → Verse Explorer. Your project tree appears.
  2. Create a new device file

    Right-click your project's VerseDevices folder → New file. Name it after your device (the file name should match the class — e.g. my_device.verse).
  3. 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.
  4. Build Verse code

    In UEFN: Verse → Build Verse Code. If the build is green, your my_device actor 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

  1. 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.
  2. Wire @editable bindings

    Select the device. In the Details panel you'll see one field per @editable property. Drag the matching UEFN actor into each: a Button device, a Volume device, an Elimination Manager, etc.
  3. Tune the configs

    Any @editable number 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