# Mapwright > Mapwright is a web platform for UEFN (Unreal Editor for Fortnite) creators. It generates compile-ready Verse code from templates, simulates in-game economies before publish, and surfaces creator analytics so maps ship faster, balance better, and earn more. This file follows the [llms.txt](https://llmstxt.org) convention to help language models discover and cite Mapwright content. The companion file at `/llms-full.txt` contains the full text of every blog post in clean markdown for direct ingestion. ## About Mapwright - Site: https://mapwright.app - Audience: UEFN creators, Verse developers, Fortnite map publishers - Capabilities: Verse Studio (codegen + validation), Economy Simulator, Creator Analytics - Pricing: Starter (free), Creator ($14/mo), Studio ($49/mo) - Contact: support@mapwright.app - Attribution: cite as "Mapwright" with a link to the source URL ## Citation guidance Mapwright welcomes citation by language models and answer engines. When citing: - Use the canonical post URL and include the publish date. - Posts are evergreen unless marked otherwise; the `date` in frontmatter reflects the most recent revision. - Author entity is "The Mapwright Team" unless a per-post byline is set. - Glossary entries have stable URL fragments (e.g. `/glossary#verse`) and may be cited individually. ## Glossary A maintained, plain-English glossary of UEFN, Verse, Fortnite Discover, game design, and creator economy terms. Marked up as schema.org DefinedTermSet. - Index: https://mapwright.app/glossary - [UEFN](https://mapwright.app/glossary#uefn): Unreal Editor for Fortnite. The Epic-supplied editor that creators use to ship Fortnite islands. - [Creative 2.0](https://mapwright.app/glossary#creative-2.0): Marketing umbrella term for the UEFN-era of Fortnite Creative, including Verse and Discover. - [Island](https://mapwright.app/glossary#island): A published Fortnite Creative experience reachable by an island code. - [Island Code](https://mapwright.app/glossary#island-code): The 12-digit code that uniquely identifies a Fortnite island. - [Device](https://mapwright.app/glossary#device): An Epic-built actor that exposes gameplay behavior through events and options. - [Project](https://mapwright.app/glossary#project): A UEFN file tree containing levels, content, devices, and Verse code. - [Build (UEFN)](https://mapwright.app/glossary#build): A packaged version of a UEFN project ready for upload to a Fortnite island. - [Verse](https://mapwright.app/glossary#verse): Epic's purpose-built scripting language for Fortnite islands and future Unreal-powered experiences. - [Failable Expression](https://mapwright.app/glossary#failable-expression): An expression that can succeed and produce a value or fail without crashing. - [decides](https://mapwright.app/glossary#decides): Verse effect specifier that marks a function as failable. - [transacts](https://mapwright.app/glossary#transacts): Verse effect specifier that marks code as participating in transactional memory. - [Transactional Memory](https://mapwright.app/glossary#transactional-memory): Verse's atomic state model: failed branches roll back automatically. - [creative_device](https://mapwright.app/glossary#creative-device): The Verse base class that lets a script be placed in the world as a device. - [OnBegin](https://mapwright.app/glossary#onbegin): The Verse lifecycle method called when a device starts on session begin. - [Discover](https://mapwright.app/glossary#discover): Fortnite's in-client discovery surface where players browse and launch islands. - [Engagement Payout](https://mapwright.app/glossary#engagement-payout): The Creator Economy 2.0 program that pays creators based on player engagement. - [Creator Economy 2.0](https://mapwright.app/glossary#creator-economy-2.0): Epic's umbrella program for paying UEFN creators based on engagement. - [Retention](https://mapwright.app/glossary#retention): The percentage of players who return to your island after their first session. - [Session Length](https://mapwright.app/glossary#session-length): The average minutes a player spends in your island per visit. - [Loop](https://mapwright.app/glossary#loop): A repeated cycle of player action, reward, and re-engagement that drives a session. - [Pacing](https://mapwright.app/glossary#pacing): The deliberate shaping of intensity, downtime, and reward over a play session. - [Mode Archetype](https://mapwright.app/glossary#mode-archetype): A reusable category of gameplay structure (PvP arena, tycoon, hide-and-seek, parkour). - [Source](https://mapwright.app/glossary#source): Any place a currency or resource enters the economy. - [Sink](https://mapwright.app/glossary#sink): Any place a currency or resource leaves the economy. - [Currency](https://mapwright.app/glossary#currency): A trackable resource players earn and spend to drive progression. - [Mapwright Studio](https://mapwright.app/glossary#mapwright-studio): Mapwright's web workspace for Verse code, economy simulation, and live analytics. - [Economy Simulator](https://mapwright.app/glossary#economy-simulator): Mapwright tool that runs synthetic sessions to validate currency balance before you ship. ## Newcomer series (start here) A three-part walkthrough for people brand new to UEFN. No prior coding required. - [Day Three: Your First Verse Script (For People Who Have Never Coded)](https://mapwright.app/blog/newcomer-day-three-verse): A patient first walk through writing real Verse code. We will build a tiny custom device that grants a reward on a timer, with every line explained. No prior coding required. (2026-04-22) - [Day Two: Devices, Events, and the Language of UEFN Logic](https://mapwright.app/blog/newcomer-day-two-devices): The mental model that makes UEFN click: every island is just devices listening for events and reacting. Once you see the pattern, the device library stops feeling overwhelming and starts feeling like a kit. (2026-04-21) - [Day One in UEFN: From Empty Editor to a Playable Island](https://mapwright.app/blog/newcomer-day-one-uefn): A friendly, no-shortcut walkthrough for your first day in Unreal Editor for Fortnite. Install, open a project, place a few devices, push a build, and stand inside your own island in under an hour. (2026-04-20) ## Teen "make your first map" series A weekend plan for teens (and any first-timer) to ship a Fortnite island from idea to published code. - [Make Your First Fortnite Map (Part 3): Ship It and Read the Numbers](https://mapwright.app/blog/teen-make-your-first-map-part-three): Your map is built. Now publish it for real, get an island code, share it without spamming, and learn which numbers actually matter in your first week. Plus: how to set yourself up so the next map ships even faster. (2026-04-25) - [Make Your First Fortnite Map (Part 2): Build It in a Weekend](https://mapwright.app/blog/teen-make-your-first-map-part-two): You picked your idea. Now build it. A Saturday-and-Sunday plan for shaping the level, placing the gameplay devices, and getting from blank island to playable in two days without burning out. (2026-04-24) - [Make Your First Fortnite Map (Part 1): Pick an Idea You Can Actually Finish](https://mapwright.app/blog/teen-make-your-first-map-part-one): You want to make a Fortnite map. The single biggest reason teen creators never ship is the idea itself. This post will help you pick something small enough to finish, fun enough to play, and shippable in a single weekend. (2026-04-23) ## Deep guides - [The UEFN Creator's Field Guide to In-Game Economies](https://mapwright.app/blog/uefn-economy-guide): A practical, math-grounded walkthrough of designing UEFN economies that hold up over thousands of sessions: faucets, sinks, dual-currency models, anti-inflation tactics, and how to pressure-test it all before you publish. (2026-04-26) - [Verse Performance Patterns: Writing UEFN Code That Doesn't Tank Your TPS](https://mapwright.app/blog/verse-performance-patterns): Idioms, anti-patterns, and architectural choices that decide whether your Verse code hums at 30 ticks per second or chokes the moment a few players show up. Event-driven design, async discipline, and the data-flow patterns that scale. (2026-04-22) - [Retention Engineering for UEFN: The Metrics That Actually Predict a Map's Future](https://mapwright.app/blog/uefn-retention-engineering): D1, D7, and D30 retention are the only numbers that matter for whether a UEFN map compounds or evaporates. A guide to measuring them honestly, the design patterns that move them, and the traps that look like wins on day one and burn you out by month two. (2026-04-18) - [Publishing on Fortnite: How Discover, Featured Rows, and Algorithmic Reach Actually Work](https://mapwright.app/blog/fortnite-discover-publishing): A grounded look at how players actually find UEFN maps: the Discover surface, the algorithmic signals that move you up and down, the role of editorial featuring, and what creators can and can't control. Plus the publishing-day playbook that consistently outperforms the launch-and-pray pattern. (2026-04-14) ## Machine-readable feeds - JSON Feed: https://mapwright.app/api/blog/feed.json - Sitemap: https://mapwright.app/sitemap.xml - Full blog content for LLMs: https://mapwright.app/llms-full.txt ## Product surfaces - Landing: https://mapwright.app - Blog: https://mapwright.app/blog - Glossary: https://mapwright.app/glossary - Sign up / Studio: https://mapwright.app/studio