Fortnite 43.00 gives creators PCG worlds, wildlife NPCs and a ready Progression API
00 on 1 November with one of the biggest toolkits of the year for island creators. Procedural world-building, a production-ready quest system and experimental photoreal scenes lead the update, which also brings several breaking changes worth checking before you republish.
Epic Games released Fortnite 43.00 on 1 November 2026, and it is a major update for island creators. The Progression API is now production-ready, Procedural Content Generation has arrived in Unreal Editor for Fortnite, and new experimental tools add photoreal Gaussian splats and wildlife NPCs.
While most players spent launch day exploring the Treasure Hunters mini season, which went live the same day, the ecosystem side of 43.00 quietly changed what creators can build. It covers almost every part of the toolset, from gameplay systems and world-building to performance profiling and the Creator Portal.
Quests are ready to publish
The headline change is the Progression API leaving Experimental. Creators can now publish islands with custom quest systems, from simple one-off objectives to experiences with many objectives. For players, that should mean more Creative islands with proper quest lines and a stronger sense of progression, instead of one-and-done challenges.
Building bigger worlds faster
Procedural Content Generation, known as PCG, is now available in UEFN. It automates asset placement, so creators can fill out forests, cities and custom points of interest without placing every rock and tree by hand. PCG works only in the editor and has no Verse API, so it shapes worlds at build time rather than during a match. AI agents can also create and edit PCG graphs through the UEFN MCP tooling.
Gaussian splats arrive as an experimental feature. They let creators import real-world scenes as photoreal environments in PLY or SPZ format, and the splats appear on every supported UEFN platform, including mobile.
New tools in Verse and Scene Graph
- Wildlife NPC templates (experimental): boar, chicken, raptor and wolf, with editable looks and stats.
- Health and Damage Pipeline (experimental): custom health pools, damage rules and healing for any scene entity.
- Held item poses: characters can hold a torch, flashlight, map or consumables with matching animations.
- Verse additions: the Teleporter device now supports props, and vehicle fuel can be read and set.
- Prefab inheritance: prefabs based on parent classes now appear as Verse subclasses.
Performance, mobile and the Creator Portal
Performance gets plenty of attention. The Creator Portal now shows client and server performance charts covering crash rate, frame time, CPU and memory. Creators can profile on iOS and Android devices connected locally, and Verse Insights now sits inside Timing Insights to help track down server hitches. Memory checks run on every cook, and Scene Graph has received performance and memory improvements across clients, servers and the editor.
There are changes to the review process too. When an island is rejected, the explanation in the Creator Portal can now include video, image and audio evidence. A new feedback form on the Developer Forums lets creators pick a topic, vote on suggestions and follow updates through tracked tickets.
Breaking changes to check before you republish
- PointerZoom (pinch-to-zoom) has left Experimental, and touch pinch values are now 50 times larger, so mobile Verse code may need retuning.
- Scene Graph camera angles now use radians, and FieldOfViewDegrees has been renamed FieldOfView.
- Material inheritance is enabled and may cause compile errors when projects are re-uploaded.
| Feature | Status | What it does |
|---|---|---|
| Progression API | Production-ready | Publish islands with custom quest systems |
| Procedural Content Generation | Available in UEFN (editor only) | Automates asset placement for forests, cities and POIs |
| Gaussian splats | Experimental | Import real-world scenes as photoreal environments (PLY or SPZ) |
| Wildlife NPC templates | Experimental | Boar, chicken, raptor and wolf with editable looks and stats |
| Health and Damage Pipeline | Experimental | Custom health, damage and healing for scene entities |
| Creator Portal performance charts | New | Crash rate, frame time, CPU and memory data |
Frequently asked questions
Does Fortnite 43.00 change anything for Battle Royale players?
This article covers the creator side of 43.00, which went live on 1 November alongside the Treasure Hunters mini season. Players will mainly feel it through new and improved Creative islands built with tools such as the Progression API and PCG.
Can creators use PCG during a match?
No. PCG in UEFN works only in the editor and has no Verse API, so it is used to build worlds before publishing rather than to generate them live.
Which animals are included in the wildlife NPC templates?
The experimental templates include a boar, a chicken, a raptor and a wolf. Creators can edit their looks and stats.
Do I need to update my existing island?
Possibly. Breaking changes include pinch values on mobile that are 50 times larger, camera angles now measured in radians, material inheritance that may cause compile errors on re-upload, and new timing for interactable hold events, so test your project before republishing.
