Fortnite Creative is converting many devices in the Fortnite Creative toolset to improve user experience across devices. These improvements include things like a better way for selecting colors or numeric values, more options for better device control and customization, and, for some devices, new functionality!
Currently, a public beta version of the upgraded devices is available for you to try. You can opt into using the beta toolset with both existing islands and new experiences. To learn how to implement the changes, refer to the Upgrade Devices section at the bottom of the document.
With the Accolade device, you can set up your islands so players will earn Battle Pass XP when they interact with your island. Accolades are achievements or accomplishments that players can complete to earn XP.
There is a sample island that includes multiple accolades, which you can visit to see how they work. The island code for this sample island is 2034-7205-6925. To play through this island, from the Creative lobby click CHANGE to open the Discover screen. Click the ISLAND CODE tab, then enter the island code for the sample Accolades island in the box and press Enter. The window will display information about the island. Click PLAY to launch the game.
In general, the Accolade device is designed to work with other devices, and players can't interact with it directly. To grant XP to your players, other devices must send signals to the Accolade device when the players do certain things.
The Accolade device takes very little memory. The first Accolade device placed uses 88 memory; each one placed after the first uses 8 memory.
Some devices have a limit on how many times that device can be placed on an island. This is independent of how much memory the device uses. You can only place this device 30 times on an island.
Understanding XP Award Weights
When you place an Accolade device, you are able to set the XP Award amount to Very Small, Small, Medium, Large, and Very Large. The amount is not a set amount of XP. Instead it is weighted. This means a different amount is granted depending on a set of criteria. This happens in the background and is not something creators can customize.
The amount of XP granted is based on how many Accolade devices you have on your island plus how frequently an accolade is awarded. High-frequency accolades result in smaller XP amounts. Low frequency accolades result in higher XP amounts. For example, if you have an accolade with a Very Large XP Award and high award frequency, and you have an accolade with a Very Small XP Award with low award frequency, then the Very Small Award may actually give more XP to a player than the Very Large Award.
When you set up your accolades, think about the complexity of the accolade and how often it can be achieved. This will help you determine what XP Award weight is appropriate for that accolade.
When your island is published, it will go through a calibration process to evaluate how often players receive each accolade compared to how long they play. The calibration system requires a number of play sessions over time in order to make the calculations it needs to accurately calibrate the island. Once calibration is complete, the weights for each level of XP award are determined.
If you edit your island and adjust the XP Award option in the Accolade devices, you will need to republish your island so it can be recalibrated.
Finding and Placing the Device
Click image to enlarge.
From Create mode, press the Tab key to open the CREATIVE inventory screen.
Click the DEVICES tab. You can scroll to select the device, use the Search box to look up the device by name, or the Categories in the panel on the left.
Click PLACE NOW to place immediately, or put the device in the QUICK BAR to place later.
Press the Esc key to return to your island in Create mode. Use your phone to position the device, then click to place it. Press the Esc key to detach the device from your phone.
Point at the device with your phone. If the CUSTOMIZE popup doesn't open immediately, move closer until it does, then press E to open the Customize panel.
If you're using multiple copies of a device on an island, it can be helpful to rename them. You can choose names that relate to each device's purpose so it's easier to remember what each one does.
Contextual Filtering
Some devices are affected by a feature called contextual filtering. This feature hides or displays options depending on the values selected for certain related options. This feature will reduce clutter in the Customize panel and make options easier to manage and navigate.
However, it may not be easy to recognize which options or values trigger contextual filtering. To help you identify them, in our device docs we use italic for any values that trigger contextual filtering. All options will be listed, including those affected by contextual filtering; if they are hidden or displayed based on a specific option's value, there will be a note about that in the Description field for that option.
Device Options
Basic options provide a way to name, describe and weight your awards. Other options control visibility, how the device is triggered, and who can trigger it.
You can configure this device with the following options.
Default values are bold. Values that trigger contextual filtering are italic.
Basic Options
Option |
Value |
Description |
---|---|---|
Name |
Enter text |
Type in a name for the accolade you are associating with the device. The text field is limited to 150 characters. |
Description |
Enter text |
Type in a description of the accolade. This can include the requirements for completing the accolade. The text field is limited to 150 characters. |
XP Award |
Very Small, Small, Medium, Large, Very Large |
This sets the amount of XP an accolade grants a player, which is weighted depending on how frequently the accolade is awarded on your island. |
All Options (Additional)
Option |
Value |
Description |
---|---|---|
Limit Award Count |
No, Yes |
Determines whether the accolade has a limit on how many times it can be awarded to a player. If you choose Yes, the Award Count option displays below this one. |
Award Count |
1, Pick an amount |
Determines the maximum number of times the accolade will be awarded to an individual player. This option is only displayed if the Limit Award Count option is set to Yes. |
Splash Size |
Automatic, Small, Large |
Sets the size of the accolade displayed in the UI. If you choose Automatic, the XP award determines the UI size. If you choose Small, only a reticle notification is displayed. If you choose Large, a splash with icon, title and description is displayed. |
Icon Identifier |
None, Pick an icon |
Sets the icon to use when the Splash Size option is set to Large. Click the arrow to open the Icon Library Picker. Select an icon and click the checkmark to close the Icon Picker. See the Icon List table for all available icons. |
Enabled During Phase |
Gameplay Only, None, All, Pre-Game Only |
Determines which phases the device is enabled in. Pre-Game includes all phases that occur before the game starts (including while waiting for players in the lobby). |
Triggering Player Only |
No, Yes |
If you choose Yes, then only the triggering player is considered when granting this accolade. If you choose No all players who meet the Team or Class criteria are granted the accolade. |
Team |
Any, Pick a team |
The selected team is used to determine which players are affected by the Affects Team option. |
Affects Team |
Only Selected, All But Selected |
Values for this option are:
|
Class |
Any, No Class, Pick a class |
The selected class is used to determine which players are affected by the Affects Class option. Values for this option are:
|
Affects Class |
Only Selected, All But Selected |
Values for this option are:
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Icon List
Icons |
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None |
A |
B |
C |
D |
W |
X |
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Y |
Z |
A marker |
B marker |
C marker |
D marker |
W marker |
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X marker |
Y marker |
Z marker |
Zero |
One |
Two |
Three |
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Four |
Five |
Six |
Seven |
Eight |
Nine |
Droplet |
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Fishing |
Trophy |
Pistol |
Assault Rifle |
Sniper Rifle |
Rocket Launcher |
Grenade |
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Wolf |
Raptor |
Chicken |
Frog |
Boar |
Fish |
Exclamation |
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Checkmark |
Question Mark |
Coin |
Money Bag |
Heart |
Hand |
Fist |
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Flame |
Radiation |
Sword |
Shield |
Shopping Cart |
Car |
Truck |
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Helicopter |
Biplane |
Boat |
Package |
Magazine |
Medkit |
Bed |
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Garage |
Biohazard |
Recycle |
Signal |
Signpost |
Happy Emoji |
Sad Emoji |
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Cool Emoji |
Surprised Emoji |
Tongue Out Emoji |
Wink Emoji |
Crying Emoji |
Running |
Sprint |
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Tree 1 |
Forest |
Anchor |
Wheel |
Steering Wheel |
Speedometer |
Campfire |
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Cave |
House |
Information |
Medical |
Star |
Door |
Flag |
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Checkered Flag |
Waypoint |
Marker |
Padlock |
Unlocked |
Key |
Gas Pump |
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Danger |
Enemy |
Pawprint |
Pet Food Bowl |
Left Arrow |
Right Arrow |
Up Arrow |
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Down Arrow |
Speech Bubble |
List |
Office Building |
Apartment Building |
Education |
Museum |
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Briefcase |
Store |
Compass |
Alien |
Music Note |
Binoculars |
UFO |
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Football |
Arena |
Bridge |
Gravestone |
Hospital |
Police Badge |
Cutlery |
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Sheriff Badge |
Laptop |
Power |
Hammer |
Paint Brush |
Shovel |
Restaurant |
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Gift |
Handshake |
Pin |
Camera |
Piggy Bank |
Banknotes |
Burger |
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Mushroom |
Pizza Slice |
Gas Mask |
Heartbeat |
Ice Skate |
Snowflake |
Ghost |
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Electrical |
Cooking Pot |
Cabin |
Office Phone |
TV |
Gear |
Helix |
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Zap |
Factory |
Radio Tower |
Microscope |
Satellite Dish |
Map |
Play |
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Stop |
Pause |
Fast Forward |
Rewind |
Volume |
Repeat |
Shuffle |
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Chat |
Crown |
Eye |
Message |
Light Bulb |
Bomb |
Cannon |
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Jet Fighter |
Tent |
CCTV |
Radio |
WiFi |
Grass |
Leaf |
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Palm Tree |
Book |
Toolbox |
Bug |
Floppy Disk |
Cogs |
Clock |
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Test Tube |
Stopwatch |
Basketball |
Boxing Glove |
Soccer Ball |
Roadblock |
Rocket |
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Taxi |
Footprint |
Shoeprint |
Torch |
Axe |
Link |
Jigsaw |
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Jonesy |
Magnifier |
Wrench |
Input |
Calendar |
Projector |
Drama |
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Hourglass |
Ticket |
Cactus |
Jet Plane |
Railway |
Handcuffs |
Monument |
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Boot |
Shirt |
Controller |
Keyboard |
Cassette Tape |
Plant |
Bracket |
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Watering Can |
Paper Clip |
Paint Pot |
Clipboard |
Trash Can |
Scissors |
Pencil |
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Coffee Cup |
Coffee Mug |
Cooker |
French Fries |
Refrigerator |
Ice Cream |
Microwave |
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Cards |
Shamrock |
Dice |
Chess Piece |
Bell |
Candle |
Pumpkin |
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Bat |
Sofa |
Tap |
Stairs |
Circuit |
Processor |
Robot Arm |
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Globe |
Satellite |
Atom |
Microphone |
Treble Clef |
Cloud |
Connected |
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Disconnected |
Server |
Clapperboard |
Hashtag |
Infinity |
Parachute |
Bus |
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Beach Ball |
Umbrella |
Suitcase |
Alarm Clock |
Calculator |
Rain Cloud |
Snow Cloud |
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Storm Cloud |
Sun |
Moon |
Tornado |
Flower |
Chest |
Palette |
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Cheese |
Bowling Pins |
Bowling Ball |
Swimming |
Baseball Bat |
Baseball |
Volleyball |
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Hockey |
Tennis |
Golf |
Archery |
Target |
Crosshair |
Balloon |
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Quadcrasher |
Golf Cart |
Driftboard |
Baller |
Motorboat |
Mech |
Pow |
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Impact |
Mountains |
Waves |
Water |
Road |
Caution |
Star Marker |
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Scenery |
Right Lane Merge |
Left or Right Turn |
Left Curve |
Right Curve |
Left Turn |
Right Turn |
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U-Turn |
Narrow Lane |
New Lane |
Intersection |
People |
Bicycle |
Wood |
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Stone |
Metal |
Design |
Candy Bar |
Bookshelf |
Llama |
Saw |
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Gnome |
Ham |
Fingerprint |
Hack |
Place |
Cube |
Alarm |
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Comet |
Dog Tags |
Castle |
Yin Yang |
Helmet |
Melee |
Medal |
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Wing |
Swap |
Reset |
Shark |
Freezer Chest |
Paper Airplane |
Crafting |
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T-Rex |
Zipline |
Tree 2 |
Diamond |
Directions |
Share |
Ski Mask |
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Folder |
Muscle |
Mask |
Lamp |
Incognito |
Radar |
Clothes Hanger |
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Shopping Bag |
Locker |
Channels
The channel system has been deprecated and will be removed in the near future. The system replacing it is Direct Event Binding, which is already available for you to use.
Right now, you have to manually convert your islands to the direct event binding system, but in the near future all islands that are still using the channels system will automatically be converted, which may break your islands.
For more information refer to the Direct Event Binding System section below.
When one device needs to "talk" to another device, it does so by transmitting a signal on a specific channel. The receiving device needs to be set up to receive the signal on the same channel.
A channel is identified by a number, and channel numbers are customized for a device under the option that uses the channel. Most devices will also pass the identity of the player who triggered the device with the signal.
This device has receivers that perform a variety of functions when receiving a signal over a channel. Also, this device can transmit signals when certain conditions are met.
Receivers
Receivers listen for a channel and perform an action when they hear any device (including themselves) send a signal on that channel.
Option |
Value |
Description |
---|---|---|
Award When Receiving From |
No Channel, Pick a channel or enter a channel number |
When the device receives a signal on the selected channel, it awards the accolade to the player that has met the accolade criteria. |
Enable When Receiving From |
No Channel, Pick a channel or enter a channel number |
Enables the device to award the accolade when it receives a signal on the selected channel. |
Disable When Receiving From |
No Channel, Pick a channel or enter a channel number |
Disables the device when it receives a signal on the selected channel. |
Transmitters
Transmitters send a signal on the selected channel when triggered.
Option |
Value |
Description |
---|---|---|
Would Have Awarded Transmit On |
No Channel, Pick a channel or enter a channel number |
Use this transmitter to test the accolade and make sure it awards XP properly. When you prepare to publish your island, make sure to set this to No Channel. This option only works with an unpublished island. |
Best Practices
Here are some best practices for using the Accolade device.
Make it clear how accolades are awarded. Name them well, and consider providing a list of accolades in your game's lobby.
All players should get accolades when playing a full game. It is appropriate to reward skill and winning tactics, but the awards granted should not be too uneven. It's good to have some awards that all players can get. You can do this with a passive award, such as playing time, or it could still be a skill-based option if all players are likely to be at the same skill level. For example, having an Elimination accolade in a game mode where every player is likely to get some eliminations is fine.
Accolades should be awarded for the main gameplay element of your game. A death match should give awards for eliminations. A game where you race around a course should give awards for completing the track. You might have some separate awards for other elements, but the main award should line up with the game.
One type of action should correspond to one Accolade reward. Don't set up an Accolade device to be triggered by multiple possible actions.
How frequently accolades should be awarded depends on the type of game. An accolade that awards XP with a frequency of less than one second is too frequent, and might seem like spam. Every 2 to 10 minutes on average is suitable for most games. A game that is expected to last more than 45 minutes could award them even less frequently. An action-packed game where every elimination is awarded, such as a team Free-for-all, might have more frequent rewards.
In general, players should not get several accolades at once. An exception to this is at the end of a game. In that case, a player might receive one accolade for the action ending the game, one for winning the game, and one for participating.
Make sure the accolade is rewarding an achievable goal. Accolades that trigger infrequently may grant high XP rewards, but may result in less efficient XP payouts overall. For example, if there is an accolade for completing level 300 in a 300-level Deathrun, most players will not be able to reach that level and the accolade might be triggered too infrequently to register during calibration.
Make sure the accolade can be awarded within a few hours of play. It can be cool to have accolades that are more rare, but keep in mind that during the initial calibration of the game, accolades have to be triggered by players before any XP values can be assigned. Players should be able to achieve most of your accolades within a few hours of play.
Keep in mind that XP gains have diminishing returns. When a player reaches a certain threshold of XP gained across all Creative games, they will get less and less XP for each accolade earned. This happens no matter what the set XP weight of a particular accolade is. If a player repeats the same actions, or plays the same game over and over, this also triggers a steady decrease in the amount of XP earned each time. This is called "diminishing returns" and happens automatically. It is not something a creator can customize or affect.
Design Examples
Here are some examples of how you can use the Accolade device.
Example 1: Using the Tracker Device to Trigger Accolades
The Tracker device is great to use when you are getting started with the Accolade device, because the Tracker already has a large list of built-in conditions and objectives. This means you can get started awarding XP to players right away because you don't need to create your own achievements or goals.
To establish the connection between the Tracker and Accolade devices:
Open the Customize panel for the Tracker device, and select the Stat to Track option. Pick a stat you want to use for your accolade.
Select a value for the Target Value option. This sets the number of times the player must perform the action in order for the Tracker to complete.
In the Tracker's channel options, select an unused channel for the When Complete Transmit On option. This means that when the Tracker completes, it sends a signal on this channel.
Now open the Customize panel for the Accolade device, and select the Award When Receiving From channel option. Select the same channel as the one you chose for the When Complete Transmit On option in the Tracker device.
When the Tracker completes, it sends a signal to the Accolade device to indicate the criteria for the accolade is met. When it receives the signal, the Accolade device awards the triggering player with XP.
Example 2: Use Multiple Trackers for Complex Goals
You can also use several Tracker devices that feed into another single Tracker device that signals the Accolade device. With this setup you can create more complex accolades. For example, you can set up an accolade for eliminating 5 players and 5 NPCs. Here's how:
Set up Tracker A by setting the Stat to Track option to Eliminations, set the Target Value option to 5, and set the Player Eliminations Count option to Yes.
Set up Tracker B by setting the Stat to Track option to Eliminations and set the Target Value option to 5. Set the Player Eliminations Count option to No, and set the Non Player Eliminations Count option to Yes.
For both Tracker A and Tracker B, set the When Complete Transmit On option to Channel 1.
Set up Tracker C by setting the Stat to Track option to Channel, the Target Value option to 2, and the Increment Progress When Receiving From option to Channel 1. Set the When Complete Transmit On option to Channel 2.
In the Accolade device, set the Award When Receiving From option to Channel 2. When Tracker A and B are completed (when they both reach the Target Value), they each send a signal to Tracker C, which completes when it receives both signals. Tracker C then sends a signal to the Accolade device and the accolade is awarded.
Example 3: Creating Location-Based Accolades
You can set up Trigger devices to award accolades when players reach particular locations in your island.
Place a Trigger device at the location you want players to reach.
Set up the Trigger by setting the Triggered by Player option to On.
Set the Trigger's When Triggered Transmit On option to an unused channel.
In the Accolade device options, set the Award When Receiving From option to the same channel the Trigger's signal transmits on.
Designer's Tip
This could be a good accolade for islands with hidden locations, or islands where exploration is an important part of the experience.
Gameplay Examples
The pages listed below provide examples of how to use the Accolade device with other devices to create interesting gameplay you can incorporate into your island.
Upgrade Devices
The upgrade device conversion includes a number of improvements:
Updated UX across all devices.
Improved UI for selecting colors and entering numeric values by adding the Color Picker flyout and direct-entry numeric input to devices with those kinds of options.
Some updated devices will have additional options, or have previous options split into multiple new options to give you more detailed control over the device's behavior.
Completely new functionality has been added to some devices.
All devices that were previously equipped as Traps (for example, the Sequencer) will instead have a prop version that you can manipulate with the Phone tool.
Currently, the device conversion is an option, but will be the default for devices in the near future. Once you opt to convert an island you cannot revert the conversion.
Before opting in to the updated devices, you should first create a backup of your island. Using the backup island, thoroughly test the converted devices to make sure they work the way you want. Once you're satisfied,, you can safely convert the original island.
To convert your island, follow these steps:
Select an existing island or a new island.
Select a device from the list and place on the island. (This step only applies to a new island.)
Select My Island > Tools > Upgrade Devices > Convert and Reload.
Confirm your selection by clicking Confirm. Your island automatically reloads with the Upgrade Devices. You'll be sent back to the hub, and can enter the golden rift to go back to your island.
Below are the following changes made to the device options:
New Option |
New Value |
Description |
Replaced Option |
---|---|---|---|
Triggering Player Only |
Off, On |
If set to On, then only the selected player is considered when granting this accolade. |
Updated values |
Selected Team |
Any, Pick a team. |
Determines which team can activate the device. |
This replaces the Team option. |
Invert Team |
Off, On |
If set to On, the device will count all teams except the selected team. |
This replaces the Affects Team option. |
Selected Class |
Any, No Class, Pick a class |
Determines which class can activate the device. |
This replaces the Class option. |
Invert Class |
Off, On |
If set to On, the device will count all but the selected class. |
This replaces the Affects Class option. This is a new option that enhances the Selected Class option. |
Direct Event Binding System
Direct event binding allows devices to communicate directly, making your workflow more intuitive, and giving you more freedom to focus on your design ideas. Switching to this system is the next step in creating more complex and diverse game mechanics.
The direct event binding system eliminates limitations inherent in the channel communication system because the devices communicate directly instead of on channels. You no longer have to worry about reaching the maximum channel limit or preplanning your channel allocation when designing an island.
When you copy-paste devices, you no longer need to edit them to change the channel assignments — the events and functions set in the original carry over to the copies.
To convert your island, follow these steps:
Select an existing island or a new island.
Select a device from the list and place on the island. (This step only applies to a new island.)
Select My Island > Tools > Event System > Convert.
Confirm your selection by clicking Confirm. The Direct Event Binding System is automatically added to your devices.
Below are the following direct event binding options for this device.
Functions
Direct event binding uses functions as receivers. A function listens for one device's event to tell another device to perform a function.
Option |
Value |
Description |
---|---|---|
Disable When Receiving From |
Add |
Disables the device. |
Award When Receiving From |
Add |
Awards the accolade to the player when the accolade criteria is met. |
Enable When Receiving From |
Add |
Enables the device. |
Events
Direct event binding uses events as transmitters. An event tells another device to perform a function.
Option |
Value |
Description |
---|---|---|
Test Award Send Event To |
Add |
Use this event to test your accolade set up prior to publishing. The event only transmits when the island is not published. |