Fortnite update today (10th September): What changes in the patch notes?

Even though the Power Rangers joined Fortnite for some intense bug-fighting action, Epic Games is currently grappling with their own set of software glitches. So, let’s explore the latest Fortnite update, detailed in the patch notes, to see what enhancements have been made.

There’s some time left before Chapter 6 Season 5 arrives, so it’s intriguing to discover what new features Epic might be introducing to Fortnite during this gap.

As a dedicated gamer, I was super hyped when the latest update brought in the Gorillaz to our gaming world. But unfortunately, it seems like this week’s roster doesn’t include any major stars akin to the Gorillaz in Fortnite.

Even though we’ve reached mid-season, there’s still much excitement ahead! The upcoming release of the Dino Megazord costume is just around the corner, and fingers crossed, it will line up with a special event similar to the one featuring Godzilla.

But, without further ado, let’s get to them Fortnite patch notes!

Fortnite update today (7th August): What changes in the patch notes?

In the latest version 37.20 update of Fortnite, there’s an abundance of fresh content and enhancements designed for players. The standout feature is the introduction of the “Bouncy Buddy Spawner”, which adds a playful jumping bug sidekick to accompany you as you hop around together.

Additionally, you’ll find the “Hive Stash Chest” and contemporary “O.X.R. Base” and themed prefabricated elements for creating custom maps, particularly appealing if you enjoy crafting unique content.

Or

Besides that, there is a “Hive Stash Chest” and new “O.X.R. Base” and Hive-styled prefabs available for those who like designing custom content in creative maps.

The latest update for Proximity Chat enhances the speed at which player names are refreshed and improves the responsiveness of voice cues, thereby facilitating quicker identification of individuals engaging in offensive or disrespectful conversations involving personal matters, such as discussions about one’s mother.

Beyond that, Epic has implemented more fluid movements, enhanced physics, and a variety of bug corrections to make matches more enjoyable, leaving fewer reasons for my subpar gameplay.

That’s just a quick rundown, but if you’re after the full patch notes, have at them:

37.20 Fortnite Ecosystem Updates and Release Notes

As a die-hard Fortnite fan, I’m thrilled about the latest v37.20 update! This time around, we’ve got the Roly Poly Spawner device joining the fray, along with the Hive Stash Chest. The update also introduces some fresh prefab structures from the O.X.R. Base and The Hive.

But wait, there’s more! This version adds three new options to the Debug Command menu for us tech-savvy players. Plus, there are new tutorials available to help us master the game even better. And if that wasn’t enough, we can now subscribe to input action events and mapping contexts directly through Verse-pretty cool, huh? Let’s dive into this update and see what else is in store for us!

New Experimental Character Inputs!

Through Verse, you’re now able to subscribe to both input action events and mapping contexts directly. Here are the input actions that Verse supports:

1. CharacterInput: This event is triggered when a single character is entered by the user.
2. TextInput: This event occurs when a sequence of characters is entered, such as a word or a phrase.
3. KeyDown: This event is fired when any key on the keyboard is pressed down, regardless of whether it results in an input character or not (for example, Shift or Ctrl keys).
4. KeyUp: This event is triggered when any key on the keyboard is released.
5. MouseButtonDown: This event occurs when a mouse button is pressed.
6. MouseButtonUp: This event is fired when a mouse button is released.
7. MouseMove: This event is triggered whenever the mouse cursor moves within the application window.

  • Jump
  • Crouch
  • Shoot (Weapon Primary)
  • Target (Weapon Secondary)
  • Sprint

Currently, the inputs are experimental, offering limited functions. However, as we move forward, we’ll be expanding this list with additional features, aiming to create an intuitive and straightforward user experience for the diverse controls within UEFN.

My First Island Feature Example!

Kick off your adventure in My First Island with our latest feature demonstration! Witness how the carnival shooting gallery has been arranged, featuring the specially designed Verse device code. This innovative setup awards points for hitting the right targets, while subtracting points for striking the wrong ones – who’d want to hit a harmless bear?

This template demonstrates a complete gameplay setup as outlined in the Build Your First Island tutorial series, and it goes a step further by incorporating a Head-Up Display (HUD) Messaging tool to display the player’s score.

Deprecation of Creative Custom Input Keybinds

Upon careful evaluation, we are phasing out the use of personalized Creative hotkeys. These hotkeys were labeled with names associated with Fortnite actions (such as Shoot or Aim), but they actually corresponded to the default keybinds for these actions. Consequently, if a player altered their “fire” keybind to something other than the default, the Creative keybind would remain unchanged, which was intentional.

In simpler terms, this issue arises for developers as they lack a method to ensure that an action aligns with expectations, since different players might assign various keys to perform certain actions. This predicament also affects players, as creators may instruct players to use the shoot button for specific tasks, but if players have altered their keybindings and the creator is using creative input 1 (shoot), there can be confusion due to the player expecting their new assigned shoot key to work instead.

Moving ahead, we’re taking out the Creative Custom inputs from the Settings menu, but they will still be available in the Input Trigger device. However, for creators, there should be no noticeable change. For players who have reassigned any of the Creative Custom Input keybinds, there might be a potential difference.

This change will currently only affect:

  • Fire
  • Target
  • Crouch
  • Jump
  • Sprint

Advanced Learning: New Coordinate Battle Island and Tutorial!

Explore the intricacies of mathematics to enhance your gaming experience and gain a more profound understanding of contemporary game development techniques!

Using the Coordinate Battle guide, you’ll discover how coordinates impact games in both 2D and 3D environments, and you’ll be able to create your own two-player game where players take turns guessing coordinates to win!

Get Started with Verse: New Combo System Tutorial!

This introductory guide demonstrates the use of the “Your First Island” template to highlight the elevation potential of the Verse tool. Following this guide, you’ll learn how to:

By rephrasing in a simpler and more conversational manner, it makes the information more approachable for beginners while maintaining clarity and accuracy.

  • Build a point combo system for the shooting gallery.
  • Add timer and bonus timer systems.
  • Level up your weapons as you progress.
  • Learn about refactoring code, an integral part of iterative programming and design.

As a game enthusiast diving into a new adventure, let’s kick things off by launching the “My First Island” project. Let’s get started on an exciting journey called “Your First Island: Level Up with Verse!” Let’s go and make some memories!

New Debug Commands

We strive to enhance your debugging experience by continually updating our Beta Debug Menu with fresh debugging tools. In this latest update, we’re introducing a new set of commands:

  • Pause Round Timer – Pause or resume the island round timer.
  • End Round – Force the current round to end.
  • End Game – Force the current game to end.

New Roly Poly Spawner Device

In simpler, more conversational terms:

“The Roly Poly is an insect character in the game that wraps itself around you for fun gameplay sessions. It causes both you and the bug to bounce and roll across the map. You can use the game’s device to create a personalized Roly Poly in your Creative matches.

Learn more about using the Roly Poly device on your island with the Roly Poly Device page.

New Hive Stash Chest

As an avid explorer, I’ve stumbled upon this peculiar, organic construction known as the Hive Stash. It’s a mystery what could be lurking within its depths – perhaps a hidden treasure or even an unknown entity. You can discover it in the enchanting gallery of the Chest & Ammo device section.

New Prefabs & Galleries

  • O.X.R. Destroyed Base
  • O.X.R. Comms Building
  • O.X.R. Base
  • O.X.R. Wall Gallery
  • O.X.R. Roof Gallery
  • O.X.R. Floor and Stairs Gallery
  • O.X.R. Prop Gallery
  • The Hive Nature Gallery
  • The Hive Gallery

Community Bug Fixes

We’ve made the necessary adjustments based on problems you posted on our forums. Thank you for your understanding and for bringing these matters to our attention!

  • Fixed an issue where Always Show Nameplate when set to Always Show To All was not working correctly and was limited to 150m for enemy users.
  • Fixed an issue where entering the Changing Booth during matchmaking hid the UI and trapped the user, requiring a client restart.
  • Fixed an issue with missing collision on FNEC Chainlink Wall C and FNEC Chainlink Fence C props from the Seaport City gallery.
  • Fixed an issue where the Overlord Spire Elimination Animation got stuck in a loop.
  • Fixed an issue with the Carryable Object Device disregarding settings and exploding.

Fortnite Ecosystem Updates and Fixes

New:

  • Chest and Ammo Gallery
    • New Hive Stash device added to the gallery.
  • Proximity Chat
    • Minor performance enhancements when Proximity Chat is enabled.
    • When using Proximity Chat, player names now appear in the Speaking Player list while they are talking.
    • When using Proximity Chat, the names of other players that are speaking appear more quickly.
    • The voice indicators of other speaking players are more responsive to changes in the talking state. For example, they appear more quickly when other players start talking and disappear more quickly when they stop talking.
  • Island Settings
    • Enabling HUD Info Type and selecting the information type provides a way to display the goal and current team score values when Show Top Center Scoreboard HUD is also enabled.

Fixes:

  • Island Settings
    • Fixed a bug where matchmaking is not disabled for a second round when setting the Island Setting for Mode > Matchmaking Privacy to Public and using the Round Settings device to control matchmaking at the end of a round. See Device Updates and Fixes below for more information.
  • Items
    • Fixed an issue where the Slap effect (such as from a Slap Cannon) would not override high energy costs from Island Settings.
    • Fixed issue where Launch Pad material would revert back to Legacy Launch Pad material.
    • Fixed issue where Launch Pad Trap sound effects did not match the Launch Pad Throw version.
  • Weapons
    • Fixed an issue where the Myst Gauntlets, Ascended Myst, Rocket Drill, and Ballistic Shield did not respect the Weapon Destruction island settings.
    • Fixed an issue that prevented the Precision Air Strike from firing when the consumables Infinite setting was set to On.
    • Fixed wraps for the Wrecker Revolver.
    • Fixed an issue with Precision Air Strike destroying structures when Environment Damage is OFF.
  • Props and Galleries
    • Fixed a material issue causing bad shadows on cornfield wall props.

Player Input Known Issue:

Input consumption is broken if you are using:

  • Custom 1 (Fire)
  • Custom 2 (Target)
  • Custom 3 (Crouch)
  • Custom 4 (Jump)
  • Custom 5 (Sprint)

Utilize and interact with substitutes for regular input functions. In the next update, these inputs will correspond to default input shortcuts.

Device Updates and Fixes

New:

  • Damage Amplifier Powerup
    • New option for Affects Damage Cap causes the damage multiplier to also affect the shotgun damage cap.
  • Teleporter
    • Improved the physical interaction between the Teleporter device and physical props.

Fixes:

  • Trigger
    • Fixed an issue that disabled the Trigger device when the Delayed Instigator setting was set to Queue and the Delay to 0.
  • Fixed Point Camera
    • Fixed an issue with the Fixed Point Camera device where moving the device via cinematic or script wasn’t updating the camera view.
  • Round Settings
    • Fixed a bug where setting the Disable Matchmaking on Round End option to On and triggering the device to end the round on an event does not result in disabling matchmaking for the second round when the Island Setting for Mode > Matchmaking Privacy is set to Public.
  • Changing Booth & Matchmaking Portal
    • Fixed an issue where the Changing Booth trapped players inside when the Changing Booth UI would disappear because the Matchmaking Portal device was attempting to matchmake.
  • Carryable Spawner Device
    • Fixed an issue where on certain islands, the carryable would self-explode shortly after spawn.
    • Fixed an issue where the carryable would occasionally not do damage when thrown at a target at close range.
  • Disguise Device
    • Fixed an issue with the Disguise device where disguises would not apply if no inventory room was available.
  • Voting Device
    • Fixed an issue with the voting device where trying to vote for the same option twice wouldn’t generate a vote failed event.
  • Bank Vault
    • Fixed an issue with weak points taking damage from behind.

Brand Island Updates and Fixes

Fixes:

  • Squid Game
    • LOD fixes for Matrix_Pillar_Corner_A_A and Matrix_VentHorizontal_A.

UEFN Updates and Fixes

Fixes:

  • Editor
    • Fixed an issue that prevented a StaticMeshActor from saving after it was placed with the Phone Tool during an edit session.
    • Fixed a spawning issue where the spawn location would be in the wrong spot.
    • Fixed an issue that caused a crash when using DX12 performance mode on some GPUs.
    • Prevented the editor from selecting ES31 feature level, which is not supported.
    • Fixed a crash state that could occur in UpdateWorldEstimation for the LevelPackageDiskSize spatial profiler metric.
  • Environments and Landscapes
    • Fixed an issue to prevent a crash state when redoing an undo of a Water Zone actor deletion.
    • Fixed an issue where an invalid collision box actor automatically generated when a waterbody’s Wave Source property was changed from the Blueprint Editor.
    • Fixed an issue that prevented landscapes from being put in the list of files to save when there were conflicts with proxy actors.
    • Fixed an issue that caused a crash state when trying to save a map with an erroneous landscape materials
  • General
    • The Launch Pad device now launches players in the direction of the device’s rotation.
    • Events are now sent and queued when activating the trigger device event signals when setting Delayed Instigator to Queue.
    • Multiple Prop Movers can be assigned to the same Prop when using Prop Reference.
    • The Volume device now properly triggers when the radius is set at a non-default value.
    • Volume size matches the visuals even when not pushing changes after client modification.
    • Corrected Spire Verse properties to display the actual value when retrieved instead of the original value.
    • Currencies now appear correctly in the HUD.

Scene Graph

New:

  • Introduced Outliner and Prefab editor viewport drag & drop for entities.
  • Added an experimental project setting for entity prefab in-place editor mode.

Fixes:

  • Fixed an issue where duplicating an array’s property value entry in the UI prevented instances of a Verse class and prefab from working properly.

Unreal Revision Control (URC)

Fixes:

  • Fixed an intermittent crash of the URC library that was caused by an API call.

General Physics Experimental

New:

  • Players can now nosedive when spawning in the sky or moving around in a Skydive Volume.
  • You can now enable multiple Prop Movers to be assigned to the same prop when using the Prop Reference option.
  • Gravity limits are now between -10,000 and -10.
  • Added new sound options for Leather, Rubber Hard, and Rubber Soft impacts.
  • Terminal velocity in physics-enabled islands has been increased from its previous max of 40m/s. New max is 500m/s (in line with certain launch/bouncer devices).
  • Device Latency is now fixed for Air Vent, Crash Pad, D -Launcher, Env Trap Bouncer, Launch Pad, and Teleporter devices.
  • Players can now collide normally while gliding inside a Skydive Volume.
  • The player pawn no longer has issues moving up a staircase.
  • The transition between crouching and sprinting is now smooth, without any jitters.
  • Props can be pushed around by the user’s pawn.
  • Regarding physics characters, Fortnite’s gravity is now the default when using Experimental Physics.
  • The camera now syncs with the pawn movement as intended.
  • The selected Sound / VFX Preset is now correctly applied to the associated prop.
  • The First-Person Camera is now set to players on game start on a Newton island.
  • The player pawn now correctly repositions to the Player Spawner device after starting a game with no initial damage taken.
  • Moving physics props with a sound preset set to None correctly remains silent.
  • Props do not have any desync when Start awake is set to Disabled.
  • Players can now reach the top of Skydive Volumes.
  • The Physics Tree and Boulder are now properly affected by gravity.
  • The player is now knocked back in the correct direction by the pinball bumpers.
  • The movement animation will no longer play when the player is crouched and stationary on a moving prop.
  • Players now float in the Water Volume device.
  • The pawn no longer climbs the prop and instead collides with it properly.

Physics Experimental Known Issues

  • Player sprinting is accelerating slowly. This causes foot sliding as the character does not accelerate as it should. This will be addressed in a near future release.
  • The Bouncer Forward Launch values do not apply to Physics Props. We are looking into a solution for this to give the device more options.
  • Skydive Volume: Push Forces above 0 will not push the player to the top of the volume.
  • Skydive Volume: The Launch Velocity option does not work properly. We are aware of the issue and will address it in a subsequent release.

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2025-09-10 17:17