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The Transition to Direct Event Binding to Occur in Fortnite v25.00
The Fortnite Team
Hey island creators,
Several releases ago, we introduced direct event binding in Fortnite Creative as an opt-in replacement for the channels system. As previously announced, we'll transition all islands to the direct event binding system. This change will take place on June 9 with the release of v25.00.
By allowing devices to communicate directly, direct event binding makes your workflow more intuitive and freeform. Using the new UI it introduces, you can manually set functions and events from your devices.
Read on to learn how direct event binding replaces channels and how to best take advantage of the new features. For more information on how to use direct event binding, see Getting Started with Direct Event Binding in our official Creative documentation.
With direct event binding, you no longer have to worry about hitting the maximum channel limit. Instead, you can connect devices directly to each other and set them to react to events and respond with functions.
This also removes the need to reuse channels, so planning your channel allocation is a thing of the past. We still encourage you to document the mechanics you create and give your devices unique and descriptive names so you know how to navigate your systems effectively while you are working with them.
We have done our best to make sure this transition is as seamless as possible, so no action is required for your existing islands to be functional. All unnamed devices will be assigned a unique name and will automatically connect to the devices they were originally affiliated with. Each device’s UI will change so that you can directly edit what the device is bound to.
In the below example, this island was converted from the old channels system to direct event binding. The Customizable Light device has automatically connected to the Button device that originally activated the light using Channel 1. You can see the channel setting and the direct event binding setting in the screenshots below.
Using the previous “Button to Customizable Light” example, if you need to add a new Button to turn off the Customizable Light, it’s now as simple as copying the original Button and changing the event to Turn Off, as demonstrated in the below screenshot. You can even rename the two Buttons to “Light On” and “Light Off” for full clarity when managing events.
Additionally, with direct event binding, you can copy and paste an entire group of devices without having to reconfigure any connections.
Under the channels system, the copied devices would remain on Channel 1 and either Button would affect both customizable lights. You would have to manually edit each device to different channels. Each group will now work uniquely within itself, instead of all connecting to the original group.
This means you can now easily copy entire mechanics, such as one team’s base to another. Then, you would only have to change the relevant team-specific settings for the light to work.
Another huge advantage of direct event binding is the removal of the channel limit. Under the channels system, the “Button to Customizable Light” example would use new channels each time it’s used on an island. Now, you are able to duplicate it repeatedly without using any channels at all. Memory will now be your only limitation.
We are excited about direct event binding and how it will allow you to build faster and create more complex systems. As you dive in,let us know what bugs you might be facing by using the Bug Report Form. If you have questions, head to the Epic Developer Community (EDC) forums for help.
Let us know what new mechanics you’re excited to optimize with direct event binding. Tag us at @FNCreate on Twitter or in the #direct-event-binding-feedback channel of our Fortnite Creative & UEFN Discord!
Several releases ago, we introduced direct event binding in Fortnite Creative as an opt-in replacement for the channels system. As previously announced, we'll transition all islands to the direct event binding system. This change will take place on June 9 with the release of v25.00.
By allowing devices to communicate directly, direct event binding makes your workflow more intuitive and freeform. Using the new UI it introduces, you can manually set functions and events from your devices.
Read on to learn how direct event binding replaces channels and how to best take advantage of the new features. For more information on how to use direct event binding, see Getting Started with Direct Event Binding in our official Creative documentation.
Why Device Communication is Changing
We’re expanding the possibilities of what creators can accomplish in Creative. The switch to direct event binding is an essential step in helping you make game mechanics that are more complex and also compatible with Unreal Editor for Fortnite (UEFN).With direct event binding, you no longer have to worry about hitting the maximum channel limit. Instead, you can connect devices directly to each other and set them to react to events and respond with functions.
This also removes the need to reuse channels, so planning your channel allocation is a thing of the past. We still encourage you to document the mechanics you create and give your devices unique and descriptive names so you know how to navigate your systems effectively while you are working with them.
Converting Your Existing Islands
Islands made with Fortnite Creativethat are using the channels system will automatically be converted to direct event binding.We have done our best to make sure this transition is as seamless as possible, so no action is required for your existing islands to be functional. All unnamed devices will be assigned a unique name and will automatically connect to the devices they were originally affiliated with. Each device’s UI will change so that you can directly edit what the device is bound to.
In the below example, this island was converted from the old channels system to direct event binding. The Customizable Light device has automatically connected to the Button device that originally activated the light using Channel 1. You can see the channel setting and the direct event binding setting in the screenshots below.
Channel:
Direct Event Binding:
Additional Enhancements with Direct Event Binding
Direct event binding significantly speeds up your workflow, allowing you to make important changes and additions all in one place.Using the previous “Button to Customizable Light” example, if you need to add a new Button to turn off the Customizable Light, it’s now as simple as copying the original Button and changing the event to Turn Off, as demonstrated in the below screenshot. You can even rename the two Buttons to “Light On” and “Light Off” for full clarity when managing events.
Additionally, with direct event binding, you can copy and paste an entire group of devices without having to reconfigure any connections.
Under the channels system, the copied devices would remain on Channel 1 and either Button would affect both customizable lights. You would have to manually edit each device to different channels. Each group will now work uniquely within itself, instead of all connecting to the original group.
This means you can now easily copy entire mechanics, such as one team’s base to another. Then, you would only have to change the relevant team-specific settings for the light to work.
Another huge advantage of direct event binding is the removal of the channel limit. Under the channels system, the “Button to Customizable Light” example would use new channels each time it’s used on an island. Now, you are able to duplicate it repeatedly without using any channels at all. Memory will now be your only limitation.
We are excited about direct event binding and how it will allow you to build faster and create more complex systems. As you dive in,let us know what bugs you might be facing by using the Bug Report Form. If you have questions, head to the Epic Developer Community (EDC) forums for help.
Let us know what new mechanics you’re excited to optimize with direct event binding. Tag us at @FNCreate on Twitter or in the #direct-event-binding-feedback channel of our Fortnite Creative & UEFN Discord!