|
39.40 Fortnite Ecosystem Updates and Release Notes 39.40 Fortnite Ecosystem Updates and Release NotesFind out what's new with the 39.40 release of Fortnite on February 5, 2026! The Creator Portal now includes a Conversion Rate chart in the In-Island Transactions tab that shows the percentage of active players who made purchases over time. Debug Commands now support Custom Keybinds and new commands, including Change View Mode, Teleport to Aim Point, Change Team, and Change Class. The new Verse fields event type lets you create interactive UI widgets in UMG that respond to user inputs. Check out the Sandy Strip Galleries, new prefabs and more! New Conversion Rate Chart for In-Island TransactionsWe’ve added a Conversion Rate chart to the In-Island Transactions tab within the Monetization page in the Creator Portal. This chart shows the percentage of active players on an island who made an in-island transaction purchase. You can also filter by island, and view trends over time. To view the conversion rate for your island, navigate to Monetization ˃ In-Island Transactions in the Creator Portal. The chart appears at the bottom of the tab. Create Interactive UI: Verse Fields Events Now Available in UMGCreate UI widgets that can trigger events in Verse using the new Verse fields event type in UMG. Developers can now react in Verse to events triggered by a user, such as a button click, which unlocks new UI capabilities. Open the Variables window in the UMG Designer to get started. Once you add fields of the new event type to a User Widget in the UMG Designer, you can bind them to widget events using View Bindings. Events are reflected in the Verse asset digest for the User Widget, allowing you to await for an event from Verse code to react. Learn more with Using Verse fields event type in a UMG User Widget. You can now bind inputs to a command instead of opening the Debug Command menu to run commonly used commands every time. This includes adding a custom bind for opening the Debug Command menu. Use the Enable Debug Input option to avoid interference from inputs during normal playtesting. The Enable Debug Input option is turned off by default. Setting the option to On activates all custom binds. Custom binds consume input, which means that you won’t be able to perform normal actions using that specific input while custom binds are enabled. To regain full control, use Disable Debug Input. Custom keybinds pair well with Toggle- and Action-type debug commands like Eliminate Nearby AI and the new Teleport to Aim Point. Additional CommandsWe’ve added more commands to help you efficiently debug your projects. Here’s what has been added in 39.40: Change View Mode - Used to change the user's view mode to Unlit which can be useful for editing dark environments. View mode will be reset to Lit on Game End. Teleport to Aim Point - Teleport to the location the aiming reticule is focused on. If your pawn cannot fit in that location, the command will fail. Change Team - Enables the user to instantly change team to any valid team that isn't full. Attempting to switch to an invalid, undefined team fails. Change Class - Enables the user to instantly change class to any valid class. Attempting to switch to an invalid, undefined class fails LEGO® Template Updates Added Damage Amplifier DeviceThe Damage Amplifier Device is now available in LEGO Templates, giving developers more control over high-impact gameplay moments. New Weapon VariationsWe have added new weapon variations to: Crossbows Hand Axe Sword Content Browser and Inventory UpdatesExpand your environment design with Pacific Break-themed assets from Chapter Seven. This includes prefabs for each Chapter Seven Gallery launched in 39.00. Check out all the new devices and items available this release! Sandy Strip Town Square Sandy Strip Deca Hotel Sandy Strip Wall Gallery Sandy Strip Roof Gallery Sandy Strip Floor Gallery Sandy Strip Outdoor Prop Gallery Sandy Strip Indoor Prop Gallery Ripped Tides Flying Fish Tacos Ripped Tides Skatepark Classified Canyon Check Point Classified Canyon Helipad Wonkeeland Gator Slide Wonkeeland Entrance Gate Wonkeeland Concert Stage Battlewood Boulevard Stores Tiptop Terrace Supply Depot Tiptop Terrace Mile High Retreat Bumpy Bay Chow Durrr Bumpy Bay Neighborhood Drivable Reboot Van UpdateThe following options and functions have been added to the Drivable Reboot Van Spawner:Options Is Operable - Determines if the van can be driven or moved. Revive Enabled - Determines if the revive seat is usable. Player must be in Down But Not Out to use the revive seat. Revive Activating Team - Determines what team can use the revive seat. Invert Revive Activating Team Selection - If set to YES, the selected Revive Activating Team is the only Team that cannot access revive seat. Revive Activating Class - Determines what class can use the revive seat. Invert Revive Activating Class Selection - If set to YES, the selected Revive Activating Class is the only Class that cannot access revive seat. Functions Enable Revive - Enable the revive seat. Disable Revive - Disable the revive seat. The following verse functions have also been added: EnableRevive<public>():void - Enable the revive seat. DisableRevive<public>():void - Disable the revive seat. IsEnabledRevive<public>()<decides><transacts>:void - Succeeds if the revival seat is enabled and fails if it's disabled. Capture Area Device UpdatesThe following device options have been added: User-Defined Spline Boundary Shape - Allows for the creation of custom capture area shapes. Hide Base Mesh - A new option to determine if the base mesh is visible. capture_area_device class UpdatesThe following Verse variable has been added: CaptureProgress - A ReadOnly variable used to track current capture progress. Check out the Capture Area Devices and capture_area_device class documents for more information. New WeaponsLock On Rifle New ItemsFlowBerry Mist Grenade Community Bug FixesThe following fixes address issues you submitted to us on the forums. Thank you for your patience and for reporting these issues! Fixed an issue where Guards were not responding to patrol paths or navigating the map, depending on the player distance from the spawner. Fixed the issue where converting Creative Islands to UEFN resulted in a blank project Fixed an issue where players would see a black screen when exiting a UEFN island and returning to the Fortnite lobby. Fixed an issue where an Interactable component was not able to be interacted with if dynamically spawned within range of the player until they leave said interaction radius and return. Fortnite Ecosystem Updates and FixesNew: You can now showcase additional images of your island on the Island Details page. Fixes: Fixed a bug that caused the Bank Vault device to be unusable by players who joined a game in-progress. Fixed an issue that occasionally prevented the holiday gift box in the Chest and Ammo Gallery from dropping loot. Fixed an issue where Uncommon and Rare rarities of the Suppressed Pistol could fail to drop from the Heist Bag found in the Chest and Ammo Gallery. Fixed an issue that caused the giant present item to spawn without loot. Fixed an issue that caused users to have to resave levels each time they reopened the project if it contained breakable glass assets. UEFN Updates and FixesFixes: Fixed an issue with the phone tool’s inability to copy and paste an entity that has its Origin property set through Verse on its Transform Component. Fixed an issue that caused the player to lose inputs after pushing changes to the client in UEFN. EditorFixes: Fixed an issue where converting an older island to a UEFN project would create an empty project. Fixed an issue where some drop operations in the level editor viewport were shown as unsupported (for example, applying a material to an actor). Environments and LandscapesNew: Clamps the WaterZone render target resolution to improve performance on low-end devices with maps utilizing the Ocean, Lake, and River actors. Added support for all known texture format types. Fixes: Fixed crashes related to the landscape spline modulation texture rasterization (for example, out-of-bounds sampling, wrong channel count, and more). In-Game UINew: Scene GraphNew: Entities render as selected when their prefab root is selected. Using the content browser to create an EntityPrefab, adds a transform_component to the asset. Added the Entity Prefab entry name to the content browser context menu. Changed Entity Prefab asset default name to EntityPrefab. Fixes: Fixed an issue in the prefab editor that didn't retain edits on parent entity nodes that included a replication_component. Fixed an issue that prevented entities created with drag and drop from showing as selected in the Prefab Editor outliner. Fixed an issue in the Prefab Editor where reparented child entities would vanish during undo and redo actions. Fixed an issue that deleted entities after undoing a reparenting operation. Ask questions and help your peers Developer Forums Write your own tutorials or read those from others Learning Library On this page (责任编辑:) |
