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Building UEFN Source Assets for Fab | Creating in Fortnite

Unreal Engine Guide 18 days ago

Description

UEFN source assets are now available on Fab!

Join Derek Diaz, UI/UX Director at Epic Games, and Martín de Greiff, Fab Creator Success Manager, to learn how to build a UEFN source asset and publish it on Fab.

Source assets are complete, editable systems for creating experiences in Fortnite. They open directly in UEFN, helping developers spend less time recreating systems that already exist and more time building.

In this livestream, Derek and Martín will walk through how source assets work, how to create one, and how to publish them for sale on Fab.

Learn more in the documentation:
https://dev.epicgames.com/documentation/fab/upload-unreal-editor-for-fortnite-source-to-fab

0:00 Opening
3:50 Introductions: Derek Diaz & Martín (Fab Creator Success)
6:08 What does building/publishing UFN source assets mean?
11:43 Derek shares screen: Verse UI Kit project structure overview
13:19 Icons, meters, and material functions included in the kit
19:33 Live showcase: basic buttons, checkboxes, chips, radio groups
23:55 Toggle switches, pip ratings, and collapsible containers
26:28 Tabs, input selectors, and feedback toasts
28:47 Composite examples: vehicle control panel & full menu demo
33:00 Button anatomy breakdown: slots, highlight states, customization
40:01 The agents.md file for AI-assisted UI development
41:18 Transition to Martine: publishing to Fab walkthrough begins
44:34 Creating a new Fab listing: file upload & format selection
47:00 Description, licensing tiers (personal vs. professional)
51:03 Tags, discoverability, and listing best practices
52:17 Media gallery, thumbnails, and image requirements
55:37 Content guidelines: maturity ratings & AI disclosure
58:26 Submitting for review & moderation process explained
1:02:15 Discussion: why listing quality/effort matters
1:04:13 Derek returns: downloading the UI Kit into a new project
1:07:11 Demo: custom-styled UI kit examples (trade shop, village)
1:12:00 Village inventory screen deep dive: tabs, chips, filters
1:16:02 Discussion: learning by reverse-engineering existing assets
1:18:45 Q&A begins
1:19:28 Q&A: animation packs, build tool flexibility, demo levels
1:23:19 Q&A: publishing entity prefabs & MCP-assisted development
1:25:05 Q&A: custom licensing for quantity control / single-buyer sales
1:27:11 Q&A: IP infringement, resellers, and DMCA takedowns
1:29:41 Q&A: AI training data & the default Fab license
1:31:18 Discussion: why disclosing AI usage matters
1:34:58 Q&A: MCP-assisted content and AI disclosure requirements
1:37:14 Q&A: UFN-specific tags & tag list availability
1:38:31 Q&A: restricted product keys for QA testing
1:40:47 Q&A: expanding Fab to more engines/DCC tools
1:43:10 Q&A: uploading full projects for free & revenue share (88/12)
1:44:48 Closing