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时间:2026-02-16 15:03来源: 作者:admin 点击: 9 次
Find out what's new with the 39.40 release of Fortnite on February 5, 2026 in Unreal Editor for Fortnite, Fortnite Creative, Verse, and Creator Po

Epic Games

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39.40 Fortnite Ecosystem Updates and Release Notes

39.40 Fortnite Ecosystem Updates and Release Notes

Find out what's new with the 39.40 release of Fortnite on February 5, 2026!

39.40 Fortnite Ecosystem Updates and Release Notes

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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 Transactions

We’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 UMG

Create 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.

Debug Commands Custom Keybinds

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 Commands

We’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 Device

The Damage Amplifier Device is now available in LEGO Templates, giving developers more control over high-impact gameplay moments. 

New Weapon Variations

We have added new weapon variations to:

Crossbows

Hand Axe

Sword

Content Browser and Inventory Updates

Expand 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 Town Square

Galleries

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 Flying Fish Tacos

Prefabs

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 Update

The 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 Updates

The 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 Updates

The 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 Weapons

Lock On Rifle

New Items

FlowBerry Mist Grenade

Community Bug Fixes

The 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 Fixes

New: 

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 Fixes

Fixes: 

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.

Editor

Fixes: 

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 Landscapes

New: 

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 UI

New: 

Scene Graph

New: 

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

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