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Publish Fortnite Islands Created with Scene Graph, Now in Beta

Jun 7, 2025

The Fortnite Team

We’re excited to announce that Scene Graph is now available as a Beta feature in Unreal Editor for Fortnite (UEFN). That means you can now publish Fortnite islands created with Scene Graph.

If you’ve not tried it yet, now’s a great time. Scene Graph introduces a new way to structure your project’s content in UEFN, enabling you to rapidly construct rich, detailed environments by organizing entities into a clear, hierarchical view. If you want repeating elements, like desks in an office or chairs in an auditorium, they can be converted into Prefabs, simplifying management and enabling easy variation.

State Of Unreal 2025 Scene Graph

Gameplay Powered by Verse 

At runtime, your Verse code can traverse this same hierarchy to modify any part of your scene. In many cases, you can opt to use Verse in place of Fortnite devices for interactions and gameplay. This paves the way for more immersive Fortnite experiences and unlocks new possibilities for platformers, Metroidvanias, deathruns, and other genres with complex interactions.

Engineered for the Future 

Scene Graph worlds are built on robust, modular systems, engineered from the ground up to serve as the foundation for both UEFN and Unreal Engine. Scene Graph also provides the basis for future features like custom ranged weapons and items, enabling survival and RPG-style gameplay and expanding support for even more gameplay styles. 

Want to learn more? Our Developer Deep Dive with some of the team who contributed to the feature is a great place to start:
 

Breaking Down Scene Graph

With this release of Scene Graph, you get access to a core set of component capabilities: meshes, materials, collision, sounds, VFX, and player interaction. Scene Graph also features a new Prefab workflow, enabling you to build reusable content which can then be modified, spawned, and destroyed through Verse code. This makes development of complex gameplay far simpler.

Scene Graph is built around three key concepts: components, entities, and Prefabs. These help you create and structure your content in a way that’s easy to organize and understand. You can easily reuse the same or similar content in different parts of your island, with the ability to make changes to all instances of this content or edit each one individually. 

To learn more about how components, entities, and Prefabs work together, see our Getting Started in Scene Graph documentation. 

Learn More about Scene Graph 

Start a new UEFN project and find the Scene Graph feature example in the Project Browser. Explore the template to see examples of Scene Graph in action, with sections that build from basic to advanced workflows, teaching you how to create and edit Prefabs and build custom components with Verse.

For more help, check out this session as part of the livestream from Unreal Fest Orlando ‘25: 
  • Powering Up Your Project with Scene Graph and Verse 
    • Learn to apply game design principles with Scene Graph and Verse to build an obstacle course game. Starting from scratch, you’ll learn how to create a simple platform Prefab for a character to jump on, add custom Verse components to get the platforms moving, and quickly iterate to build obstacles that scale, spin, slide, and explode!
Also see: 
  • How Scene Graph Can Improve Your Life (Unreal Fest Prague ‘24)*: Learn how to use the Prefab system to speed up your workflows and add variety to your islands.
  • Inside UEFN Scene Graph (GDC 2024)*: Find out more about Scene Graph, including how it makes creating complex gameplay and content-rich game worlds using UEFN easier than ever.
*These videos are based on an older version of Scene Graph and UEFN. While core concepts still apply, APIs and features have changed. For the latest info, check the current documentation and tutorials listed below. 

Finally, explore these resources as you get started: 
  • Scene Graph in Unreal Editor for Fortnite
  • Working with Entities and Components
  • Prefabs and Prefab Instances
  • Scene Events
  • Create a Platformer with Scene Graph
  • Lights and Bridges Example Tutorial
  • Scene Graph Feature Example Sample Tutorial


This is just the beginning! Future updates will include:
  • Improved Prefabs workflows, including inline editing in the Level Editor and a one-file-per-entity solution to better enable multi-user collaboration.
  • Use of Fab-referenced content in entities and Prefabs.
  • An expanded component set to unlock more gameplay.
  • Deeper interoperability with existing creative_props and creative_devices.
You can find the known issues list for this Beta feature on the documentation website, or report unlisted issues on the forum. Check out the Creator Roadmap to see what else is coming this year!