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UEFN 43.00, PCG 도입하고 커스텀 퀘스트 게시 허용

포트나이트 v43.00은 UEFN에 절차적 월드 생성을 도입하고, Progression API의 실험 단계를 해제했으며, Creator Portal에 서버 성능 차트를 추가했습니다.

작성 IslandAtlas

A floating island where a forest and village grow outward in rings from a glowing node graph etched into the ground

Fortnite's v43.00 release on November 1 is the Treasure Hunters season for players, but for creators the bigger news is in the 43.00 ecosystem release notes. Procedural Content Generation (PCG) is now available in Unreal Editor for Fortnite, the Progression API is out of Experimental so islands built on it can finally be published, and Creator Portal now shows how an island performs on players' devices and on Fortnite's servers.

Custom quests can ship

Until this release the Progression API could only be used in private testing. Now an island can publish with a quest system of its own design, from one short quest to a layered quest line. Epic lists four things the API does: define quests and their objectives, track progress per player or for a whole group, grant rewards automatically when a quest succeeds, and show those quests in Fortnite's own quest UI. Epic shipped two new guides alongside it, a Questing System Overview and a complete Short Coin Quest example, and theclick.gg's walkthrough covers the publishing side.

Several smaller Verse additions land in the same release:

  • Teleporter device: the Verse API now teleports props, with TeleportPropEvent and new On Teleported Prop and On Enter Prop events.
  • Vehicle fuel: fort_vehicle gains methods to read and set the fuel in a tank and to control how much fuel a vehicle burns in different states, a change Epic attributes to forum feedback.
  • Held-item poses: a new pose modifier component sets how a character holds an equipped item, with five poses: fire torch, flashlight, map, small consumable and large consumable.
  • Prefab inheritance: prefabs built from classes such as assault_rifle_template now appear in Verse as subclasses of that parent, and the built-in weapon and item templates are no longer <final>, so they can be subclassed.

Procedural worlds, and agents that can build them

PCG brings Unreal's graph-based placement tools to UEFN, so a forest, a city block or a custom point of interest can be generated across an island instead of placed asset by asset. Creators can start from the ready-made PCG Library or save their own reusable PCG tools. The UEFN MCP integration also gains a PCG toolset, which Epic says lets agentic coding tools such as Claude Code or Cursor create and edit PCG graphs from natural-language prompts. MCP workflows were added for profiling, Sequencer cinematics, MetaSound audio setup and IK Retargeter, and agents connected through UEFN MCP can now run Python scripts in the editor.

Two notable features arrive as Experimental, which means they can be tested but not shipped yet. A new health and damage pipeline in Verse lets creators define their own health pools and rules for every hit, and Fortnite's own weapons and explosions follow those rules; Epic says islands can publish with it once it leaves Experimental. Gaussian splats let creators import photoreal captures of real places as PLY or SPZ files, and Epic says they render on every supported UEFN platform, including mobile.

Performance numbers creators could not see before

Creator Portal's Projects > Technical page now has Client and Server tabs. On the client side, a new Client Crashes chart shows the share of player sessions that ended because the game failed, compared against top islands, alongside the existing hitch rate and missed frames charts. The server tab is entirely new: frame time against a 33.3 ms (30 FPS) target, CPU usage as a share of one core against a 75% target, and memory usage in GB against a benchmark of top islands, each shown as median and P95. Every chart marks when an update was published, so a creator can see whether a change made things worse.

Profiling also runs on connected iOS and Android devices now, instead of estimating mobile performance from a PC session, and the memory check runs on every cook and reports real units such as MB rather than abstract budget points.

Check this before you republish

  • Hold interactions changed. On interactables with a hold duration, OnStarted used to fire when the hold finished, which rolled back custom logic. It now fires when the hold begins. If you moved completion logic into OnStarted as a workaround, Epic says to move it to SucceededEvent.
  • Scene Graph cameras do not activate on play servers in 43.00. Epic's workaround applies to private versions only, and the fix is scheduled for 43.10.
  • Other open issues listed for the release include copied entities missing from live-edit playtests; theclick.gg's known-issues roundup recommends Push Changes or a prefab in the meantime.

For islands that already track progress with workarounds, the Progression API is the change to plan around: it is the first time a quest system built in Verse can appear in Fortnite's own quest UI on a published island.

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