How to Access[]
Island Settings Menu in Fortnite: Creative.
These settings are available when you're in Create mode and are inaccessible in-game, with few exceptions.
- You can use the Map keybind to toggle open/close the menu.
- By default, it is the ESC key on Keyboard, View button on Xbox, and the Touchpad on PSN.
- The appropriate key bindings will show up on the Control Prompts to the left of your screen.
- With the phone tool active, press the Inventory keybind, then switch to Island Settings.
- By default, the bind to open the Inventory is I on Keyboard, UP on Xbox and PSN.
- You can also open the Sidebar, then select Island Settings from the options on the right side of the screen.
- By default, the bind to open the Sidebar is the ESC key on Keyboard, Menu button on Xbox, and the Options button on PSN.
Island Settings Device along with the Outliner in UEFN.
If your level does not have an Island Settings device, open the Content Browser, navigate to All > Fortnite > Devices, drag and place the Island Settings device onto your level.
Once done, open the Outliner and search or scroll until you find the Island Settings Device. Click on the Device to open its settings.
Settings[]
Option | Values | Description |
---|---|---|
Max Players | 16, 1 – 100 | Set the maximum number of players that can play at the same time. |
Teams | Free for All, Cooperative, Custom, Pick a number 2 – 100 | Set the number of teams players will be divided into. Custom lets players pick their own teams using the Switch Team menu option. Note that if you set Teams to Custom and leave Team Size at Dynamic, the matchmaking feature will not work. |
Team Size | Dynamic, Split Evenly, Pick a number 1 – 4 | Dynamic allows asymmetric team sizes. |
Total Rounds | 1, Pick a number up to 100 | This sets the total number of rounds in a game. |
Option | Values | Description |
---|---|---|
Island Matchmaking Privacy | Party Choice, Public, Private | Public games can be joined by anyone. Private games are restricted to groups of players in the same party. Party Choice gives the player the option of choosing either public or private. |
Team Fill Option | Must Fill, Party Choice | You can only access this option when Team Size under Structure is set between 2 and 4. If set to Party Choice, the players can choose their teams. If set to Must Fill, players are automatically assigned to teams. |
Option | Values | Description |
---|---|---|
Allow Friendly Fire | No, Yes | Set whether players on the same team can take damage from each other. |
Team Rotation | Disabled, Select a number of rounds | Set how often teams should be rotated. Rotation is not supported if teams are asymmetric, or if Teams is set to Cooperative under Structure. |
UI Team Colors | Relationship, Team Color | With the default Relationship, the friendly team uses blue as the team color, and the opposing team red. When set to Team Color, each team is represented by its specified color. |
Team Visuals Determined At | Round Start, Game Start | Determines whether team names and colors stay as assigned at game start, or change at start of each round. |
Option | Values | Description |
---|---|---|
Default Class Identifier | No Class, Pick a class number | Determine the default class for players at game start, or in the event that their class is reset by a device. |
Revert to Default Class At | End of Game, End of Round, Player Eliminated | Determines when a player's class should be reset. |
Option | Values | Description |
---|---|---|
Auto Start | Off, Immediate, Pick a time | Auto Start settings other than Off only work with published islands. When set to Off, the game will start when manually activated on a private game, and start with a 90-second countdown on public games. For a published island, you can set this to Immediate, or select a time. |
Game Start Countdown | 3 Seconds, Off, Pick a time | Set the countdown time once a game starts. This setting applies to both game and round start. |
Force Start at Max Players | Off, On | Game will start once the maximum number of players is reached. |
Force Start Delay | 0, Pick a time | Puts a time delay on a forced start. |
Option | Values | Description |
---|---|---|
Spawn Location | Spawn Pads, Sky, Current Location, Do Not Spawn | Set where players will spawn at game start. |
Spawn Pad Selection | Random, Near Teammates | At the start of a game, the selected spawn pad will always be random, but respawns have the option of remaining random or spawning players near their teammates. |
Respawn Type | Individual, Wave | If you change this setting to Wave, eliminated players will respawn together. Otherwise, eliminated players will spawn one at a time. |
Respawn Time | 5 Seconds, Pick a time | The amount of time a player must wait before they can spawn back into the game. |
Spawn Immunity Time | 5 Seconds, Pick a time | Determines how long a player is invulnerable after spawning. This can be overridden if you are using a Team Settings & Inventory device or Class Designer device. Note that this setting is only active if Override Spawn Immunity Time is set to Yes. |
Override Spawn Immunity Time | No, Yes | Determines if the default invulnerability time granted to a player on respawn should be overridden. |
Only Allow Respawn if Spawn Pads Found | Off, On | If this is set to On, a player can only respawn to a spawn pad after elimination, and never from the sky. |
Spawn Limit | Infinite, Pick a number | This sets how many times a player can spawn in the game. If any amount other than Infinite, the initial spawn counts as 1, so letting a player respawn twice after start of game would require a limit of 3. |
Join in Progress | Spawn on Next Round, Spawn, Spectate, Pick a team number | Determines how a player joining mid-game will be treated. If you set this to Spawn, a player can join in at any point in the game. |
Post Game Spawn Location | Island Start, Pre-Game Location | With the default Island Start setting, players will respawn on the Island Start spawn pads, or in the sky. If set to Pre-Game Location, players will return to their start-of-game positions. |
After Last Spawn Go To | Spectating, Pick a team number | Determines where a player goes when all their spawns are used up. |
Option | Values | Description |
---|---|---|
Down But Not Out | Default, Classic, Off, Improved | Determines the DBNO state. Default sets automatically based on team size: for a team of 1 player, this will be Off. For a team of 2 or more, Classic is applied as a default. Improved adds interactions like opening doors and dropping inventory items. Off disables this setting entirely. |
Drop Reboot Card on Elimination | Off, On, Don't Override | If set to On, a player will drop a Reboot Card when eliminated. This only works if a remaining teammate is able to use a Reboot Van. |
Squad Multi Interaction | On, Off | If set to On, any teammate can interact with a DBNO player. If Off, only one player (the first one to the downed player's aid) can interact. |
Eliminated Player's Items | Drop, Keep, Delete | Determines what happens to a player's items when eliminated. If set to Drop, anyone can pick up the dropped items. If Keep, the player will respawn with those items. If Delete, the items are removed from play. |
Health Granted on Elimination | 0, Pick a value | The amount of health granted when a player eliminates another player. Any health above the player's max health is awarded as shields. |
Wood Granted on Elimination | 0, Pick a value | The amount of wood granted when a player eliminates another player. |
Stone Granted on Elimination | 0, Pick a value | The amount of stone granted when a player eliminates another player. |
Metal Granted on Elimination | 0, Pick a value | The amount of metal granted when a player eliminates another player. |
Gold Granted on Elimination | 0, Pick a value | The amount of gold granted when a player eliminates another player. |
Allow Manual Respawning | Yes, No | Determines whether the player can use the respawn menu while the game is in progress. |
Player Elimination Audio | On, Off | If On, audio effects will play when a player is eliminated. |
Option | Values | Description |
---|---|---|
Vehicle Trick Score Multiplier | 1.0, Pick a number | Use this setting to apply a multiplier to any trick score earned with a vehicle. |
Show Individual Scores | No, Yes | If set to No, individual player scores will display on the scoreboard. If set to Yes, the cumulative score for all team members will display. |
Time Alive Start Point | Player Spawn, Round Start | Determines when a player's time alive starts a count. |
Time Alive Team Tracking Method | Sum, Longest, Shortest | If counting time alive for a team, it can be based on the Sum of all players' time alive, on the player on the team with the Longest time alive, or the player with the Shortest time alive. |
Use Team Score | No, Yes | If set to Yes, teams are scored by the sum of all player scores for that team. This allows teams to retain all score if a player leaves the team or the game. |
Elimination Score | 0, Pick a number | The amount of score awarded when a player eliminates another player. |
Assist Score | 0, Pick a number | The amount of score awarded to a player when they help to eliminate another player but don't take the final elimination. |
Option | Values | Description |
---|---|---|
Voice Chat | Team, All, None | Team restricts chat to team members only. All allows players to chat with any players in the game. None restricts all chat. |
Option | Values | Description |
---|---|---|
Allow Spectating Other Teams | Allowed, Battle Royale, Disallowed | Determines whether players can watch other teams. |
Respawn Spectate Behavior | Spectate, Black Screen | Determines whether eliminated players enter the usual respawning spactate mode (following teammates) or if the screen quickly fades to black after their elimination animation. |
Option | Values | Description |
---|---|---|
Allow Spectating Other Teams | Allowed, Battle Royale, Disallowed | Determines whether players can watch other teams. |
Respawn Spectate Behavior | Spectate, Black Screen | Determines whether eliminated players enter the usual respawning spactate mode (following teammates) or if the screen quickly fades to black after their elimination animation. |
Last Standing Ends Game | On, Off | If set to On, the game ends when only one player or team is left in the game. |
All Teams Must Finish | No, Yes | If set to Yes, then all teams must complete the objective for the game to end. This is a common setting for racing games. |
End Game on Match Point Win | No, Yes | If set to Yes, the game will finish when one player or team has one enough rounds that they cannot be beaten. For example, in a game with five rounds, if one player or team has won three, this would be the end of the game. |
Option | Values | Description |
---|---|---|
Fastest Time Win | Most Round Wins, Most Score Wins | The overall win condition for the game. |
Option | Values | Description |
---|---|---|
Game Winner Display Time | 3 Seconds, Don't Show, Pick a time | Sets how long the winner info displays. |
Game End Callout | You Win/Lose, Placement, Cooperative | Sets the callout type for the game end screen. Cooperative shows the same callout for all players. |
Victory Sound | Default, Pick a sound | The sound that will be played at game end for victors or co-op players. |
Defeat Sound | Default, Pick a sound | The sound that will be played at the game end for players who lose. |
Draw Sound | Default, Pick a sound | The sound that will be played at game end when a game ends in a draw (tie). |
Custom Victory Callout | Enter text | Enter a custom text message of up to 80 characters. This message will show for victors, or for all players in a cooperative game. |
Custom Defeat Callout | Enter text | Enter a custom text message of up to 80 characters. This message shows to the defeated players at the end of the game. |
Post Game Type | Classic, Battle Royale, Custom | Note that the settings below this point are only available if you select the Custom type. |
Post Game Custom Show Scoreboard | Off, On | If set to On, the scoreboard will show in the post-game flow. |
Post Game Custom Victory Animation Style | Lightning Bolt, Select a style | Set the animation style used when displaying the post-game text message. |
Post Game Custom Victory Animation Color Set | Golden Yellow, Select a color | Set the color used. |
Post Game Custom Victory Text | Enter text | Enter a custom text message of up to 80 characters. |
Post Game Custom Victory Sub Text | Enter text | Add custom flavor text with up to 84 characters. |
Post Game Custom Defeat Text | Enter text | Enter a custom text message of up to 80 characters. |
Post Game Custom Defeat Sub Text | Enter text | Add custom flavor text with up to 84 characters. |
Post Game Custom Tie Animation Style | Lightning Bolt, Select a style | Set the animation used. |
Post Game Custom Tie Animation Color Set | Golden Yellow, Select a color | Set the color used. |
Post Game Custom Tie Text | Enter text | Enter a custom text message up to 15 characters. |
Post Game Custom Tie Sub Text | Enter text | Add custom flavor text with up to 84 characters. |
Option | Values | Description |
---|---|---|
Time Limit | 5 Minutes, None, Pick a time | Sets how long a round will last. If there's only one round, then this is also how long the game lasts. If set to None, there is no time limit. |
Timer Direction | Count Down, Count Up | Specifies whether the timer will count down to zero, or up from zero to the set time limit. |
Eliminations to End | Off, Pick a number | If you set a number, the round will end when a player or team reaches the objective of the number of specified eliminations. |
AI Enemy Eliminations to End | Off, Pick a number | If you set a number, the round will end when a player or team reaches the objective of the number of specified AI enemy eliminations. |
Objectives to End | Off, Pick a number | If you set a number, the round will end when a player or team reaches the set number of objectives. |
Collect Items to End | Off, All, Specific Count | If All or Specific Count, the round will end when a player or team has collected the specified items. If you select Specific Count, you can also say how many under Collect Item Count. |
Score to End | Off, Pick a number | If you set a number, the round will end when a player or team reaches the set score. |
Collect Item Count | 1, Pick a number | If Collect Items to End is set to Specific Count, you can define that count here. |
Option | Values | Description |
---|---|---|
Time Limit | 5 Minutes, None, Pick a time | Sets how long a round will last. If there's only one round, then this is also how long the game lasts. If set to None, there is no time limit. |
Round Win Condition | None, Pick a condition | Determines the basis for winning a round. If the Scoreboard options under User Interface are left at default, this stat will display in the first column. Possible conditions are: Eliminations: Most eliminations overall |
Tiebreaker Condition 1 | None, Pick a condition | If the Round Win Condition is tied, this condition will break the tie. Conditions are the same as for Round Win Condition. By default, this stat shows in the second Scoreboard column. |
Tiebreaker Condition 2 | None, Pick a condition | This condition breaks the tie if the first two conditions are tied. |
Tiebreaker Condition 3 | None, Pick a condition | This condition breaks the tie if the first three are tied. |
Tiebreaker Condition 4 | None, Pick a condition | This condition breaks the tie if all earlier conditions are tied. If this one is also tied, the round is a draw. |
Option | Values | Description |
---|---|---|
Victory Animation | Default, None | Determines whether an animation will happen for the victor. The default animation is confetti. |
Slow Motion on End of Round | On, Off | On creates a slow motion effect at the end of the round. |
Round Winner Display Time | 3 Seconds, Don't Show, Pick a time | Determines how long the team or player winner name will display at the end of the round. |
Round Score Display Time | 15 Seconds, Don't Show, Pick a time | Determines how long the scoreboard will display at the end of the round. |
Option | Values | Description |
---|---|---|
Hide Back Bling | No, Yes | Determines whether any back bling will show during the game. |
Enable Jam | On, Default, Off | When On, this adds jam emotes to the Emote Wheel. Jam emotes can use up island memory, so if memory becomes problematic, set this to Off to regain the memory. Default means to use whatever value Fortnite has set. The other two options override this. |
Option | Values | Description |
---|---|---|
Allow Aim Assist | Yes, No | Toggles Aim Assist off and on for gamepad controllers. |
Option | Values | Description |
---|---|---|
Energy Max | 100, Pick a number | Determines how much energy is available. This affects sprinting and any other abilities that use energy. |
Energy Recharge Amount | 45, Pick a number | Determines the amount of energy recharge per second after Energy Recharge Delay. |
Energy Recharge Delay | 4 S, Pick a time in seconds | Determines the delay between when a player stops using energy before it recharges back to the Energy Recharge Amount. |
Fall Damage | Off, On | Sets whether players can take fall damage during the game. |
Gravity | Normal, Low, Very Low, High, Very High | Sets the level of gravity that affects the players during the game. |
Jump Fatigue | On, Off | Determines whether continuous jumping sets a penalty to jump height. |
Allow Mantling | Off, On | Mantling lets players grab a ledge and pull themselves up when jumping. This setting toggles mantling on and off. |
PBWs Generate Ledges | Off, On | Player Built Walls will generate ledge launch props only if both Allow Mantling and this option are set to On. If either is set to No, ledge launch props will not be generated. |
Mantling Minimum Height | Normal, Low, Very Low, High, Very High | This sets the lowest ledge that can be mantled from the ground. You can adjust this value if gravity or other factors affect a player's mantling. |
Mantling Minimum Height in Water | Normal, Low, Very Low, High, Very High | This sets the lowest ledge that a player can mantle while in water. |
Allow Hurdling | Off, On | Sets whether players can hurdle over low obstacles. |
Allow Sprinting | Off, On | Sets whether sprinting is available. When available, players can use sprinting to move faster. |
Sprinting Energy Cost Per Second | 20, Pick a value | Sets how much energy is drained when sprinting. The higher the number, the more energy is used up. |
Sprinting Jump Multiplier | 1.2X, Pick a value | The multiplier increases the jump height when a player is sprinting compared to regular jump height. |
Sprinting Speed Multiplier | 1.2X, Pick a value | The multiplier increases player sprinting speed compared to regular speed. |
Allow Sliding | Off, On | Toggles sliding on and off. |
Allow Slide Kick | Off, On | Determines whether players can use a slide kick on opposing players to push them away. |
Allow Shoulder Bashing | Off, On | Shoulder bash automatically opens doors when players slide or sprint through them. Toggle this feature on or off. |
Glider Redeploy | On, Off | Determines whether players can freely deploy their gliders at any time without the use of items. |
Player Flight | Off, On | Determines whether players can fly in-game. |
Player Flight Sprint | On, Off | Determines whether players can use the sprint key to speed flight. |
Flight Speed | 1.0X, Pick a value | The multiplier increases player flying speed. |
Disable Player Collision | Off, On | If disabled (Off), players pass through each other instead of colliding. |
Movement Speed Tunings | Ch 4 Movement, Ch 5 Movement | Determines the movement speed tunings used for player locomotion. Chapter 5, released in December 2023, changed some of the movement speed tunings for Battle Royale. Changing this setting to CH 5 Movement will emulate those settings. |
Option | Values | Description |
---|---|---|
Invincibility | Off, On | Setting to On will spawn players with invincibility. |
Starting Health Percentage | 100/% Health, Pick a percentage | Determines how much health a player has at spawn. |
Max Health | 100 Health, Pick a number | Sets the maximum health a player can reach during a game. |
Allow Health Recharge | Off, On | Health recharge lets a player regenerate over time. If set to On, you can also set Health Recharge Delay and Health Recharge Amount. |
Health Recharge Delay | 6.5 Seconds, Instant (0), Pick a time | If a player takes damage, this sets how long before the player starts regenerating, based on the Health Recharge Amount. |
Health Recharge Amount | 1, Instant (0), Pick a number | Determines how much health is recharged per second once the Health Recharge Delay is finished. |
Option | Values | Description |
---|---|---|
Starting Shield Percentage | No Shields, 50/% Shields, 100/% Shields | Determines a player's shield value at spawn. |
Max Shields | 100 Shields, Pick a number | Sets the maximum shields a player can have. |
Allow Shield Recharge | Off, On | Shield recharge lets player shields regenerate over time. If set to On, you can also set Shield Recharge Delay and Shield Recharge Amount. |
Shield Recharge Delay | 6.5 Seconds, Instant (0), Pick a time | If a player's shield takes damage, this sets how long before the shield starts regenerating, based on the Shield Recharge Amount. |
Shield Recharge Amount | 1, Instant (0), Pick a number | Determines how much shield health is recharged per second once the Shield Recharge Delay is finished. |
Allow Overshield | Off, On | Overshield is an additional shield that protects players from damage. Toggle this on and off. If set to On, you can also set Overshield Max, Overshield Recharge Delay, and Overshield Recharge Rate. |
Overshield Max | 50, Pick a number | Sets the maximum overshields a player can have. |
Overshield Recharge Delay | 6.5 Seconds, Instant (0), Pick a time | If a player's overshield takes damage, this sets how long before the shield starts regenerating, based on the Shield Recharge Amount. |
Overshield Recharge Rate | 1, Pick a number | Determines how much overshield health is recharged per second once the Shield Recharge Delay is finished. |
Option | Values | Description |
---|---|---|
Self-Damage on Hit Amount | 0, Pick a number | Sets the amount of damage a player will receive when colliding with something else. |
Self-Damage Only on Non-Zero Damage | No, Yes | Determines whether the player must inflict non-zero damage to something else before taking on self-damage. |
Self-Damage Only on Target Filter | All, Non-Players, Players Only | Specifies which targets cause self-damage on collision. |
Self-Damage Weapon Filter | All, Pickaxe Only, Melee Only, Ranged Only | Determines the types of weapons that can inflict self-damage. |
Option | Values | Description |
---|---|---|
Allow Item Pick Up | Yes, No | Determines whether players can pick up items during the game. |
Auto Pickup Ammo | Default, No, Yes, Auto Only | This determines whether ammo pickups are automatic. Yes means the pickup requires no interaction other than proximity to the ammo. No means the player must take an action to pick up the ammo. Auto Only means that the interaction is hidden in the UI. |
Auto Pickup Consumables | Default, No, Yes, Auto Only | This determines whether consumables pickups are automatic. Yes means the pickup requires no interaction other than proximity to the consumable. No means the player must take an action to pick up the consumable. Auto Only means that the interaction is hidden in the UI. |
Auto Pickup Traps | Default, No, Yes, Auto Only | This determines whether trap pickups are automatic. Yes means the pickup requires no interaction other than proximity to the trap. No means the player must take an action to pick up the trap. Auto Only means that the interaction is hidden in the UI. |
Auto Pickup Weapons | Default, No, Yes, Auto Only | This determines whether weapons pickups are automatic. Yes means the pickup requires no interaction other than proximity to the weapon. No means the player must take an action to pick up the weapon. Auto Only means that the interaction is hidden in the UI. |
Auto Pickup World Resources | Default, No, Yes, Auto Only | This determines whether world resources (wood, stone, and so on) pickups are automatic. Yes means the pickup requires no interaction other than proximity to the resource. No means the player must take an action to pick up the resource. Auto Only means that the interaction is hidden in the UI. |
Option | Values | Description |
---|---|---|
Allow Building | All, No Traps, Traps Only, None | All allows players to build with wood, stone, or metal if they have those resources. With Traps Only, building is disabled but trap placement is allowed. For No Traps, building is allowed but trap placement is not. If you select None, this disables building and trap placement, and you cannot access the multipliers for the resources below. |
Allowed to Edit | Default, Anyone | Defines who is allowed to change player-built structures. Default means that players can only edit their own builds. |
Building Can Destroy Environment | Yes, No | Determines whether any player-built structures can destroy the environment if they overlap. |
Player Built Wood Structure Health Multiplier | 1.0X, Pick a number | Applies a health multiplier for any player-built structures made of wood. You can only access this option if None is not selected under Allow Building above. |
Player Built Stone Structure Health Multiplier | 1.0X, Pick a number | Applies a health multiplier for any player-built structures made of stone. You can only access this option if None is not selected under Allow Building above. |
Player Built Metal Structure Health Multiplier | 1.0X, Pick a number | Applies a health multiplier for any player-built structures made of metal. You can only access this option if None is not selected under Allow Building above. |
Keep Player Built Structures Between Rounds | Off, On | Set this option to On to keep player-built structures from one round to the next. Otherwise, they will be removed at the start of each round. |
Option | Values | Description |
---|---|---|
Infinite Consumables | Off, On | If you set this to On, players will have an infinite quantity of whatever consumables are available in-game. |
Maximum Building Resources | 500, Pick a number | This limits the amount of resources a player can carry at one time to use for building. |
Infinite Building Materials | Off, On | If you set this to On, players will have an infinite quantity of building materials available in-game. |
Infinite Ammo | Off, On | Set this to On, and players will never run out of ammo, regardless of the weapons they use. |
Allow Item Drop | Yes, No | This setting lets players drop items from their inventory in-game to make room in their inventory for other items or to share items with other players. To restrict this, set it to No. |
Maximum Equipment Slots | Don't Override, None, Pick a number of slots | Sets the maximum number of equipment slots for a player in-game. |
Option | Values | Description |
---|---|---|
Grappler Fall Damage Immunity | Off, On | Firing a grappler launches a plunger, which, if it connects with a surface, will pull the player up and toward it. Players can use this to quickly move both vertically and horizontally. If you set this to On, players are immune to fall damage when using this device. Otherwise, they can take damage if the grappler goes awry. |
PvP Pickaxe Damage | On, Off | Determines whether players can inflict damage to each other with their pickaxe. |
Pickaxe Range Multiplier | Default, Medium, Large | This modifies the distance at which a pickaxe can inflict damage. |
Start with Pickaxe | Yes, No | If you want players to start the game without a pickaxe, set this to No. |
Weapon Destruction | Percentage, Instant | Modify the amount of damage a weapon can deal to the environment. If you leave it at Percentage, you can set the percentage amount in the next field. If you set it to Instant, the damage will happen immediately. |
Weapon Destruction Percentage | 100/%, None, Pick a percentage | Set the percentage of damage to the environment and buildings. |
Pickaxe Destruction | None, Default, Instant | Modify the damage to the environment and buildings for a pickaxe. |
Environment Damage | All, Player Built Only, Off | Determines whether players can inflict damage on the environment in-game. |
Enable Fire | Yes, No | Determines whether weapons that use fire can set structures on fire. |
Structure Damage | All, Self Built, Team Built, Enemy Built, Enemy and Self Built, None | Determines which structures players can damage based on who built them. |
Option | Values | Description |
---|---|---|
Maximum Tamed Wildlife | 3, 1, 2 | Sets a limit to how many tamed wildlife you can have active at one time. This setting can be overridden by the Wildlife Spawner device. |
Maximum Hired Guards | 3, 1, 2 | Limits how many guards a player can hire in a single game. This setting can be overridden by the Guard Spawner device. |
Option | Values | Description |
---|---|---|
Vehicle Impacts Damage Objects | Yes, No | Determines whether vehicles will damage any objects they collide with. |
Vehicle Impacts Damage Vehicles | Yes, No | Determines whether vehicles that collide with other vehicles will take damage. If set to Yes, all vehicles in a collision will take damage. The amount of damage is determined by the health of the individual vehicle. |
Enable Vehicle Cosmetics | On, Off | Determines whether players can use vehicle cosmetics to customize their vehicle when entering the island. |
Option | Values | Description |
---|---|---|
Harvest Style | Creative, Battle Royale, Save the World | Sets which values are used in the game for resource gathering. Options are:
|
Harvest Multiplier | 1.0x, Pick a number | Determines the rate at which players can harvest resources from world objects. |
Option | Values | Description |
---|---|---|
Time of Day | Default, Random, Pick a time | Sets the time of day on the island, which affects both light and shadows. Options include:
|
Camera Filter | Default, Pick a filter | The filter you select will impact the island mood. Options are:
|
Light Brightness | Default, Pick a value | Sets the intensity of natural lighting. This impacts both interior and exterior light levels. Default value is 100/%. |
Light Color | Default, Pick a color | Sets the color of the natural lighting. Each color can convey a specific mood or emotion. For example, red creates tension, while yellow creates warmth. |
Character Rimlight Intensity | 0, Pick an intensity | A rim light is a backlight behind a character that makes the character stand out from the background. This setting determines how strong the rim light is. |
Fog Thickness | Default, Pick a value | Fog is an element that can add an eerie quality to your island. The default is no fog. The higher the number, the thicker the fog. A 100% setting makes a dense fog that limits visibility dramatically. |
Fog Color | Default, Pick a color | As with light color, applying a color to the fog can change the mood of the island. |
Option | Values | Description |
---|---|---|
HUD Info Type | None, Select a type | Specifies the type of information tracked in the HUD.
|
Show Top Center Score HUD | Off, On | If set to On, shows the top center score HUD. |
Max Trackers on HUD | 1, Pick a number between 0 and 3 | Determines how many tracker devices can display to the HUD simultaneously. |
Show Cumulative Stat Value on HUD | Yes, No | Determines whether the HUD shows stats for all rounds cumulatively or only the current round. |
Show Resource Feed on Eliminations | Yes, No | Determines whether to show the larger resource feed when receiving resources by eliminating players. |
Island Code Display | Show and Include Watermark, Show, Do Not Show | Determines whether the island code for a published island displays. |
Show Elimination Feed | Yes, No | If set to No, the elimination feed will be hidden from all players. |
Show Wood Resource Count | Yes, No | Determines whether the amount of wood a player carries shows on the player's HUD. |
Show Stone Resource Count | Yes, No | Determines whether the amount of stone a player carries shows on the player's HUD. |
Show Metal Resource Count | Yes, No | Determines whether the amount of metal a player carries shows on the player's HUD. |
Show Gold Resource Count | No, Yes | Determines whether the amount of gold a player carries shows on the player's HUD. |
Show Party Eliminations | Yes, No | If set to No, the number of eliminations gained by party members will be hidden from the Party UI. |
Text Style | Default | Sets the text style used to display text on the island. Currently, Default is the only option. |
Pacifist Icons for touch | Off, On | For touch platforms (devices that are touch-screen enabled) setting this option to On will replace weapon-related icons with neutral icons. |
Option | Values | Description |
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Always Show Name Plates | Always Show to Team, Always Show to All | Determines whether player names and their locations are visible to other players. |
Limit Name Plate Max Distance | No, Yes | Determines whether name plates should disappear based on a player's distance from the camera. If set to Yes, the next option lets you define the distance used. |
Name Plate Max Distance | 10 Meters, Pick a distance | If Limit Name Plate Max Distance is set to Yes, you can set the distance to be used. |
Name Plate Line of Sight | Always Show, Hide Behind Obstacles | If set to Hide Behind Obstacles, both the player and the name plate will be hidden when the player is behind an obstacle. This setting will also make the next option available. |
Focus for Name Plates | Only Hostile, No | If Name Plate Line of Sight is set to Hide Behind Obstacles, you have the option of setting this to No, in which case nobody has to be looking at the player, or Only Hostile, which will require any hostile players to look directly to activate the name plate. If you set this to No, the next two options will not be available. |
Focus Angle | 15 Degrees, Select an angle | Active only when Focus for Name Plates is set to Only Hostile, this defines the maximum angle a player can be from another player to see their nameplate. |
Focus Time | Instant, Select a time in seconds | Active only when Focus for Name Plates is set to Only Hostile, this defines the minimum time a player must look directly at another player before they can see the other player's nameplate. |
Option | Values | Description |
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Map Screen Display | Scoreboard, Last Opened Tab, Overview Map | Determines what players see when they press the map key in-game. |
Display Overview Map | No, Yes | Determines whether the map displays when the map key is used. This must be set to Yes to display with the Overview Map option above. If set to No, a message will display that says Map Not Available. |
Option | Values | Description |
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Game Score Display Time | 15 Seconds, Pick a time | Determines how long the final scoreboard at the end of the game will display. |
Display Scoreboard | Yes, Off | Determines whether the Scoreboard tab is included on the Map key menu in-game. |
Display Career Scoreboard | No, Yes | Determines whether the career scoreboard (all points a player has ever earned on this island) is included on the Map key menu. |
Show Cumulative Scoreboard | No, Yes | If set to Yes, the scoreboard will show the cumulative score for all rounds. If set to No, it will show the current round only. |
Include Players Who Left Game in Scoreboard | Exclude, Include | You can choose to exclude the scores of any players who have left the game, or continue to include their scores. |
First Scoreboard Column | None, Pick a condition | None leaves this column blank, or you can choose to select one of the conditions below.
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Option | Values | Description |
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Edit Mode HUD - Show Health and Shield | On, Off | This option will show health and shield while you're in Edit/Create mode unless toggled off. |
Edit Mode HUD - Show UI Under Minimap | On, Off | This option will show the minimap while you're in Edit/Create mode unless toggled off. |
Edit Mode - Show Resources | On, Off | This option will show resources while you're in Edit/Create mode unless toggled off. |
Edit Mode - Enable Pickaxe | On, Off | If you toggle this off, your avatar will not have a pickaxe during Edit/Create mode. You will still have to activate the phone tool. |
Edit Mode - Enable Vehicle Damage | Off, On | Determines whether vehicles can inflict damage in Edit/Create mode. |
Option | Values | Description |
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Debug | Off, On | This setting determines whether debug features are disabled (Off) or enabled (On). When enabled, other options become available. |
Navigation | Off, On |
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Invincibility | Off, On | Determines whether players take damage during playtesting. It does not affect standard gameplay. |
Verse Debug Draw | Off, On | When you use Verse to tweak aspects of your island in UEFN, you can use a Verse feature called Debug Draw for debugging your code. This feature can be enabled from UEFN, as described in Debug Your Game with Debug Draw, or here.
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Fast Iteration Mode | Off, On | When set to On, your transitions from one mode to the other are faster — game countdowns are shortened, and scoreboards are skipped. This setting is intended to shorten time between edits in UEFN and playtesting, but does not affect anything in Creative if you're not using UEFN. |
Option | Values | Description |
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Island Edit and Copy Permission | Private, Public |
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Option | Description |
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Getting Started in Fortnite Creative | This tile options a window with a QR Code on it, which takes you to the Creative Helpdoc. |
Community Forums | This tile options a window with a QR Code on it, which takes you to the Official Fortnite Creative Community Forum. |
Fortnite Creative Documentation | This tile options a window with a QR Code on it, which takes you to the Official Creative Documentation page. |
Discord for Creators | This tile options a window with a QR Code on it, which takes you to the Official Creative & UEFN Discord server. |