Fortnite update today (30 April): What changes in the patch notes?

Fortnite is constantly being updated, and with Disney now owning part of Epic Games, players can expect lots of Star Wars content. Beyond that, update v40.30, released today, includes a variety of smaller improvements and fixes. Here’s a breakdown of all the changes.

If you’re getting bored with large-scale crossover events, you might enjoy more community-focused experiences like Fortnite’s Lucky Block and Steal the Brainrot modes.

But, as for Fortnite update v40.30, read on.

Fortnite update today (30 April): What changes in the patch notes?

Fortnite is getting a big update today with tons of new content. However, some of these additions won’t be playable until May 1st.

With Star Wars Day (May 4th) just around the corner, we’re excited to announce a major update: developers can now use the official Star Wars toolkit within UEFN to build their own Star Wars games and experiences.

Epic Games and Lucasfilm have created their own modes and islands, three of which are listed below.

  • Galactic Siege (developed with JOGO Studios, island code: 5003-9856-3648) – Fight in large-scale PvP class-based battles with 10v10 combat across iconic Star Wars planets.
  • Escape Vader (made with Beyond Creative, island code: 7285-4185-5428) Hide, run, and try to survive in this 4-player co-op game where you attempt to escape the terrifying Sith Lord, Darth Vader.
  • Droid Tycoon (created with FOAD, island code: 7865-8305-9184) – Build and customize droids using authentic Star Wars blueprints, manage your workshop and factory systems, and unlock rare components and special missions.

Besides all that cool stuff, we also squashed some bugs, made things run smoother, and tweaked a few things for balance. You can find the complete list of changes down below if you’re interested!

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Fortnite update today (30 April) full patch notes

Here’s a complete list of everything that changed in the Fortnite v40.30 update, based on the official release notes.

Get ready! On May 1st, you’ll be able to share your Fortnite islands that include Star Wars elements. If you haven’t already, submit your island through the Creator Portal to get it published.

Star Wars islands are taking the spotlight in Discover with a dedicated Game Collection!

You can now include purchases made within your Star Wars islands, which gives you more ways to earn money from the experiences you create.

Islands created with Star Wars content need to follow both Fortnite’s standard rules for creators and the latest guidelines for the STAR WARS brand. These STAR WARS rules have been updated to include new instructions and details about how money earned within your island works.

STAR WARS Verse API Is No Longer Experimental

We’ve removed the experimental flag from the Star Wars Verse API. This allows you to start using these features with your island now.

  • Force powers Scene Graph components and items
  • Lightsabers Scene Graph components and items
  • Jetpack and thermal items
  • Ranged weapons

Custom Lightsaber Entity Fix

We’ve resolved a problem that caused a white box to appear in your quick bar when picking up a custom lightsaber. Previously, if you placed a custom lightsaber item with a standard lightsaber icon on your island, the wrong icon would show up in the quick bar.

If you’re a developer and these items are causing problems on your island, you can resolve the issue by doing one of these things:

  • Deleting the entity and recreating it.
  • Replacing the generic lightsaber icon referenced by the entity.

Lightsabers and Force Powers Template

If you’re using an older version of the Lightsabers and Force Powers template (before version 40.30), you need to disable the “Scene Graph Experimental Features” setting in your Project Settings before publishing your island. Newer versions of the template (40.30 and later) have this setting disabled by default.

Disguise Kit and Air Strike Items

Expand on how you used the Disguise Kit and Air Strike items while playing the Star Wars content. Tell us more about your experiences with these items.

Players can add the following disguises to their inventory and decide when to transform:

  • Civilian
  • Rebel Trooper
  • Clone Trooper
  • Moon Trader
  • Mandalorian
  • Stormtrooper

Each disguise type comes with variants, like the Ahsoka’s Clone Trooper and Mandalorian Spirit.

Now players can call in a Rebel air strike without equipping the Hero device. The options include:

  • Imperial Air Strike
  • Rebel Air Strike

These items are available in UEFN and Creative.

New LEGO Assets

Spinjitsu is now in UEFN

Now, players can unlock their most powerful move, Spinjitsu! As long as it’s in your inventory, you can activate it by pressing the dodge button (Ctrl by default) whenever you have enough stamina.

New LEGO NINJAGO Weapons

Bring the world of LEGO NINJAGO to life in your UEFN creations with brand new weapons! These weapons are available in five different rarity levels and can be easily added to your game using the Item Spawner or Item Granter devices.

  • The Katana: Slice past your opponents with the LEGO Katana. This weapon has access to a 6-hit combination attack.
  • The Scythe: Harvest eliminations with the new scythe weapon and unleash a large AOE attack!

New Props and Building Assets in UEFN

The popular Whispering Wood environment is now available in Unreal Editor for Fortnite (UEFN)! Creators can use buildings and props from Whispering Wood to build and customize their game worlds. Now you can create immersive areas using these exciting new assets!

  • The green monastery
  • Hidden village
  • Over 20 new props

Jump into the LEGO NINJAGO Starter Template to test out the latest weapons and discover new building pieces.

The monastery and hidden village were built using LEGO’s Brick Editor. These digital files are all together in the ‘LEGO Content > Brick Editor’ folder and are designed to stay as one combined file. You can use them as helpful references when building your own creations inspired by NINJAGO.

Unreal Engine Remote is Now Available on iOS, Android Coming Soon

We’re happy to share that the Unreal Engine Remote app is now available on iOS, with Android support on the way! You can now stream a preview of your work from your computer to your phone or tablet and test your projects with actual touch controls in both Unreal Engine 5 and the Unreal Editor for Fortnite. Your project will recognize these touches just like any other touch input, and you don’t need any additional equipment.

Get the Unreal Engine Remote App

  • Go to the App Store on your iOS device.
  • Search for Unreal Engine Remote.
  • Tap Get to download and install it.

Get Started in Unreal Editor for Fortnite

  • Open your UEFN project.
  • Launch Unreal Engine Remote on your iOS or Android device.
  • Make sure your computer and mobile device are on the same network.
  • Launch a Mobile Preview session.
  • When the session starts, enter your computer’s IP address in Unreal Engine Remote and tap Connect.

Rocket Racing Tools

You can now use Rocket Racing tools and features in regular Fortnite Creative and UEFN projects, not just on the Rocket Racing island. This lets you create custom racing experiences more easily. Here are the tools now available:

  • Rocket Racing Vehicle Spawner (Creative & UEFN)
  • Rocket Racing Boost Pad (Creative & UEFN)
  • Rocket Racing EMP Volume Hazard (Creative & UEFN)
  • Rocket Racing Track (UEFN only)

These devices are marked as Beta while they undergo further development and bug fixing.

As a huge Rocket Racing fan, I was relieved to hear that the new Boost Pads and EMP hazards are made just for the racing cars. That means my regular Octane won’t get messed with – awesome!

Rocket Racing cars created using the Vehicle Spawner currently don’t recognize custom control settings – they always use the default controls. We’re working on a solution that will be included in a future update.

Multistage Dynamic XP Calibration

Starting in v40.30, XP Calibration is moving to a more flexible multistage system.

  • Instead of waiting to fully calibrate before earning accolade XP, your island now moves through stages—shifting gradually from playtime XP toward accolade XP as more data is evaluated.
  • Smaller islands can now earn some accolade XP before reaching full calibration, and if XP balance falls out of range, your island moves back stages in the process rather than pausing accolade XP grants entirely.

New Back Input Action for Verse UI Menus

We’ve added a new “Back” input that works across all UI menus. You can use this to easily close custom menus or go back to previous screens. It’s automatically connected to the Escape key on keyboards and the Back button on game controllers.

Content Browser and Inventory Updates

Check out the new devices and items available this release!

New Weapons

  • Hammer Revolver
  • Super Shredder

New Items

  • OG Sneaky Snowman

New Prefabs & Galleries

  • Frigid Fortress Castle Prefab
  • Frigid Fortress Vault Prefab
  • Frigid Fortress Floor Gallery
  • Frigid Fortress Wall Gallery
  • Frigid Fortress Roof Gallery
  • Frigid Fortress Prop Gallery
  • Frigid Fortress Nature Gallery

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Monthly Developer Survey

Got a few minutes? We’re running our monthly survey and want to hear from you. This month covers:

  • Stability— your thoughts on UEFN’s stability, and confidence in new releases.
  • Material workflows—how you create and manage materials, from DCC tools like Blender and Maya to setup and optimization in UEFN.

Community Bug Fixes

These updates resolve problems that you reported on our forums. We appreciate your patience and for letting us know about them!

  • Fixed an issue with some weapons having an incorrect fire rate after being spawned from Weapon Granters.
  • Fixed an issue where Atmospheric Seagull particles were rendering incorrectly.
  • Fixed an issue where the Custom Inventories UI was not appearing properly on mobile devices.
  • Fixed an issue with the HUD Controller where the Modify Minimap Layout would fail when Use Latest HUD was enabled.
  • Fixed a visual issue where closed Star Wars chest containers were not appearing closed.

Fortnite Ecosystem Updates and Fixes

New:

  • Optimised LODs on snow and volcanic cliffs and mounds.
  • Added a stance setting for car body TagTiger Delmar.
  • Added a stance setting for carbody TagTiger BR.
  • Added the OG Sneaky Snowman to Creative.
  • Added a Simulate Player Speaking debug command. This places a looping sample audio at the player’s location that matches the island settings for voice chat. The command acts as a toggle, so re-running the command will remove the looping audio.
  • Added the ability to target a specified player with the debug commands.

Fixes:

  • Fixed periodic door animation issues.
  • Fixed an issue where weapons picked up on an island with infinite ammo would sometimes have broken fire rates.
  • Riding out of Myst Raven Myst Form is now allowed.
  • Adjusted the categorization of items added in Fortnite OG that were not correctly identified. This changes their Verse representation and their categorization in Creative.
    • Zapotron
    • Guided Missile
    • Wall Dynamo
    • Ceiling Zapper
    • Submachine Gun
  • Fixed an issue where the Lawless Trinity Assault Rifle had empty mod slots in the UI despite the fact that it does not use mods.
  • Adjusted cinematic vehicles for consistent forward direction.
  • Adjusted LOD switch values on background planets to reduce faceting.
  • Bug fixes for the Flight command:
    • The state of the Flight command is now reset when transitioning to a new round or ending a game. This prevents the user from having to activate the Flight command twice to re-enable flight mode.
    • Flight speed is now correctly reapplied when respawning.
    • Creative Flying input is now applied, allowing the player to move up and down and sprint the same way they do in Edit mode.
    • The player no longer exits flight when firing their weapon.
  • Fixed on-grid previews that were getting stuck at the world origin.

Updated:

We’ve updated some of our devices to give you more choices and control over how they work. These updates simply add to the options you already have.

Advanced Storm Beacon

  • Storm Radius setting maximum is increased to 100,000.0.
  • Wait Time setting maximum is increased to 2 hours.
  • Resize Time setting maximum is increased to 2 hours.
  • Move Distance Min setting maximum is increased to 100,000.0.
  • Move Distance Max setting maximum is increased to 100,000.0.

Advanced Storm Controller

  • Phase One Radius setting maximum is increased to 100,000.0.
  • Delay Time setting maximum is increased to 2 hours.
  • Destruction Delay setting maximum is increased to 2 hours.
  • Bounds Radius setting maximum is increased to 100,000.0.

Accolade Device

  • Award Count setting is increased to a maximum of 10,000.

Audio Device

  • Volume multiplier setting maximum is increased to 5.0.
  • Stereo Spread setting maximum is increased to 100,000.0.
  • Attenuation Min Distance setting maximum is increased to 100,000.0.
  • Attenuation Max Distance setting maximum is increased to 100,000.0.

Basic Storm Controller

  • Initial Radius setting maximum is increased to 100,000.0.
  • Final Radius setting maximum is increased to 100,000.0.
  • Wait Time setting maximum is increased to 2 hours.
  • Resize Time setting maximum is increased to 2 hours.
  • Delay Time setting maximum is increased to 2 hours.
  • Destruction Delay Time setting maximum is increased to 2 hours.
  • Move Delay Time setting maximum is increased to 2 hours.
  • Minimum Move Distance setting maximum is increased to 100,000.0.
  • Maximum Move Distance setting maximum is increased to 100,000.0 .
  • Move Time setting maximum is increased to 2 hours.

Button Device

  • Interact Time setting maximum is increased to 3 hours.
  • Times Can Trigger setting maximum is increased to 10,000.

Class Selector

  • Time to Switch setting maximum is increased to 3 hours.
  • Size of Volume setting maximum is increased to 1,000.0.
  • Score on Key Item X Consumed setting minimums is reduced to -1,000,000.
  • Score on Key Item X Consumed setting maximums is increased to 1,000,000.

Conditional Button

  • Interact Time setting maximum is increased to 3 hours.
  • Reset Delay setting maximum is increased to 3 hours.

Elimination Manager

  • Number of Items Dropped setting minimum is reduced to 0.
  • Number of Items Dropped setting maximum is increased to 1,000.
  • Drop Chance setting minimum is reduced to 0.0.
  • Random Spawn Distance setting maximum is increased to 1,000.0.
  • Item Scale setting minimum is reduced to 0.1.
  • Penalty Amount setting minimum is reduced to 0.0.

HUD Message Device

  • Time from Round Start setting maximum is increased to 3 hours.
  • Display Time setting maximum is increased to 3 hours.
  • Priority setting maximum increased is to 1,000.
  • Shadow Offset setting minimum is reduced to -100.0.
  • Shadow Offset setting maximum is increased to 100.0.
  • Size setting minimum is reduced to 4.
  • Size setting maximum is increased to 256.

Item Granter

  • Item to Equip setting maximum is increased to 1,000.
  • Default Item Count setting maximum is increased to 10,000.

Perception Trigger & Trigger

  • Times Can Trigger setting maximum is increased to 10,000.
  • Trigger Delay setting maximum is increased to 3 hours.
  • Reset Delay setting maximum is increased to 3 hours.
  • All direct binding settings related to transmit every X triggers maximums are increased to 10,000.
  • All direct binding settings related to times can trigger maximums are increased to 10,000.

Player Spawner

  • Priority Group setting maximum is increased to 1,000,000.
  • Enemy Range Check setting maximum is increased to 10,000.0.

Prop Manipulator

  • Additional Props to Manipulate setting is now exposed as an option in UEFN.

Switch

  • Interaction Time setting maximum is increased to 3 hours.
  • Times Can Change setting maximum is increased to 10,000.
  • Cooldown Time setting maximum is increased to 3 hours.
  • State Reset Time setting maximum is increased to 3 hours.
  • Mutually Exclusive setting maximum is increased to 10,000.

Teleporter

  • Change Teleporter Target Interval setting maximum is increased to 24 hours.
  • Effect Radius setting maximum is increased to 10,000.

Timer

  • Duration setting maximum is increased to 366 days.
  • Interact Time setting maximum is increased to 366 days.
  • Success Score Value setting minimum is reduced to -1,000,000.
  • Success Score Value setting maximum is increased to 1,000,000.
  • Failure Score Penalty setting minimum is reduced to -1,000,000.
  • Failure Score Penalty setting maximum is increased to 1,000,000.
  • Score Per Second Remaining setting minimum is reduced to -1,000,000.
  • Score Per Second Remaining setting maximum is increased to 1,000,000.
  • Urgency Time Mode setting maximum is increased to 366 days.

Brand Island Updates and Fixes

New:

  • Added nine new Star Wars trooper disguises to the Disguise device.
  • Added several generic lightsaber icons.
  • Added LODs to Star Wars planets for use on mobile devices.

Fixes:

  • Fixed missing textures on snowpiles in the Hoth Base Cave prefab.
  • Fixed missing collision on FNEC Strongarm Box E and Lambda Shuttle.
  • Fixed an issue with textures not displaying correctly on LODs for the Lambda Shuttle.
  • Fixed a collision issue on the Sandcrawler vehicle
  • Fixed a TurboLaser Destruction Animation issue, and fixed a rotation issue when destroyed.
  • Fixed Floating Impact Looping VFX, and added some missing elements on impact VFX.
  • Fixed issue with collision on the Imperial Shuttle vehicle.
  • Fixed an issue where Star Wars Disguise Kits were not appearing in the Creative menu.
  • Fixed issue with incorrect colors appearing on custom lightsabers.
  • Optimized materials on the Star Destroyer static mesh to improve performance.
  • Fixed an issue with textures on Star Destroyer not rendering on lower end hardware.
  • Made a fix for the Star Wars Items Chests not resetting visuals when reset.
  • Fixed an issue where the AAT (Battle Tank) Mobile inputs failed to display properly.
  • Fixed a case where lightsabers could display a white icon when given to a player.
  • Set the usage flag on AT-AT materials to work on skeletal meshes.
  • Fixed a reference validation issue where placing a custom lightsaber entity with a generic lightsaber icon directly into your island would produce a white box in the quick bar instead of the expected icon when picked up.
  • Added a missing overheat VFX to AAT.
  • Fixed an issue where the Turbo Laser head would spawn out of place.
  • Fixed an issue with grainy sky when using the Binary Suns DSA.

UEFN Updates and Fixes

New:

  • The client now starts sooner when Automatically Launch Client When Testing is enabled.

Fixes:

  • Fixed a bug that caused incomplete hidden property validation, which could cause new Illegal property override warnings. If these warnings are on properties you need, please report these to us so we can consider exposing them in UEFN. These warnings will become errors in a future version of UEFN.
  • Fixed an issue where pawns were losing momentum when jumping multiple times in a row on physics-enabled worlds.
  • Fixed a bug where the airvent did not launch a player when they landed directly on it after spawning.
  • Fixed bug where the T key was not an option for debug command keybinds during sessions.
  • Fixed an issue where canceling when connecting to a server didn’t work.
  • Fixed some crashes that could happen when reinstancing Python UClass instances.
  • Fixed a case where stale localisation data could repeatedly merge when creating build codes, resulting in publishing issues due to each upload creating a new build code.
  • Fixed a crash in the UMG designer when reloading a user widget that was both in a compilation failed state and contained Verse fields.
  • Fixed Editor Preferences and Keyboard Shortcuts shortcuts that did not open their respective windows.
  • Hid the low memory warning notification as its accompanying tooling isn’t available yet in UEFN.

Scene Graph

New:

  • Creating a new Entity Prefab makes a dialog appear, where you can choose a base class.
  • Custom Items and Inventory now uses the regular Fortnite HUD when it is enabled in Project Settings. Previously, a similar but different HUD was required by the feature, but this is no longer necessary. Now you can use existing devices to control the FNBR HUD while the Custom Items and Inventory feature is enabled.

Physics

Fixes:

  • Fixed an issue where props would simulate physics while attached to the prop mover when Simulate Physics was enabled. Props now remain properly attached and no longer fall to the terrain during customisation in Edit mode.
  • Fixed an issue where mid-air momentum was reduced during subsequent sprint jumps. Momentum is now preserved as expected.
  • Fixed an issue where Bouncers (excluding the Classic Bouncer) failed to play VFX and SFX when repeatedly activated by physics props. Effects now trigger correctly for all Bouncers.
  • Fixed an issue where the Carryable Device hologram was not visible after placement. The hologram now appears correctly.
  • Fixed an issue where the maximum Damage on Collision value differed between Creative and UEFN. The value can now be set up to 999999 consistently for both.
  • If the jump button is pressed while in crouch position with the Physics Pawn, the player will now stand up instead of jumping.
  • Fixed the Physics Boulder failing to spawn when enabled after Round 1.
  • Fixed a Prop Mover issue where the prop behaves abnormally when simulate physics is enabled.

Unreal Revision Control (URC) Updates and Fixes

Fixes:

  • Fixed an issue that was causing the possibility for files stored manually inside of project folders and not tracked by URC to be deleted due to an issue with the .urcignore file not being properly respected.
  • Improved Branch Explorer performance by avoiding repeatedly loading the same shared history across branches. Instead, the system now recognizes branch points and stops loading earlier, reducing unnecessary processes.
  • While we continue improving Branch Explorer’s graph performance, this release adds a temporary fix: for large projects, the graph won’t load automatically unless requested. This lets you use core features like creating and switching branches quickly without waiting for the graph to load.

Authors

Cole LukeFreelance Writer

Cole Luke is a freelance journalist and video creator who works with TopMob Gaming. His work also appears on websites like Digital Foundry, PC Gamer, and Network N.

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2026-04-30 19:12