Color Switch Minigame
Color Switch Minigame
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Details
ColorSwitch is a fast-paced color tile survival minigame for UEFN / Fortnite Creative. Each round, players must quickly move to the correct colored tile, or be eliminated when the wrong tiles disappear or drop away.
The entire system is configurable through editable properties, letting you control pacing, difficulty, visuals, and effects directly from the UEFN editor.
Perfect for: Party maps, social hubs, elimination games, warm-up arenas!
Overview
The color_switch_manager.verse orchestrates the full game flow: player entry, countdown, round progression, random safe color selection, tile effects, eliminations, and victory handling. The system supports solo testing, difficulty scaling, intro cinematics, and per-player HUD feedback.
Key Features
-
Classic Color Survival Gameplay
Players must stand on the correct color each round to survive. Incorrect tiles flicker, hide, or drop, eliminating players who choose poorly. -
Fully Configurable Timing & Difficulty
Control round lengths, shuffle speed, flicker duration, and difficulty scaling as rounds progress. -
Dynamic Tile Effects
Enable flickering warnings, instant hiding, or physical tile drops using keyframed animations. -
Per-Player HUD Widget
Built-in UI shows countdowns, game state, and the active safe color for each player. -
Multiplayer & Solo Ready
Supports full multiplayer sessions and a solo mode for testing and iteration. -
Intro Cinematic & Victory Screen
Optional cinematic at game start and a clean victory screen displaying the winner. -
Device-Driven & Editor Friendly
Uses standard UEFN devices (volumes, teleporters, buttons, cinematics) wired through editable properties.
Project Structure
Content/
├── ColorSwitchModule/
│ ├── Materials/
│ │ └── M_ColorTile.uasset
│ │
│ ├── Meshes/
│ │ ├── colormap1.uasset
│ │ └── squarehqplate4x4.uasset
│ │
│ ├── Prefabs/
│ │ └── P_ColorTile.uasset
│ │
│ ├── Scripts/
│ │ ├── color_config.verse
│ │ ├── color_switch_manager.verse
│ │ ├── color_switch_widget.verse
│ │ ├── color_tile_component.verse
│ │ ├── utilities.verse
│ │ └── victory_message_widget.verse
│ │
│ ├── Widgets/
│ │ ├── UW_ColorSwitch.uasset
│ │ └── UW_VictoryMessage.uasset
│ │
│ ├── CHANGELOG.md
│ ├── modules.verse
│ └── README.md
│
├── CoreModule/
│ └── custom_tick.verse
│
└── Utilities/
└── utilities.verse
Frequently Asked Questions
Does Color Switch work in Fortnite Creative 1.0, or do I need UEFN?
You need UEFN. The minigame is written in Verse and its tiles are scene graph entities, and neither can be added from the in-game Creative toolset.
Is the arena included, or do I have to build it?
The code and a ready-made P_ColorTile prefab are included, but the arena is not. You place the tile prefabs inside your game area volume, give them the same Game ID as the manager device, and list your colours in the Color Configs field.
How many players can play at once?
At least two players are needed to start, or one if you turn on Solo Mode. There is no upper limit in the code: everyone standing inside the game area when the countdown ends is in the round.
Can I change the timings and difficulty without touching code?
Yes. The start countdown, how long tiles stay up or hidden, the flicker warning, the round where difficulty peaks and the victory message are all fields on the Color Switch Manager device in the Details panel.
Which Fortnite devices do I need to connect?
Two Volume devices (the play area and the elimination zone), an entry Button, entry and exit Teleporters, a Cinematic Sequence for the intro, a Billboard and a Player Reference device for the winner. Trigger devices for game and round start or end are optional.
NOTE: Level design and tile meshes are not included. This package provides the complete Verse logic system only. Tiles, devices, and layout must be placed in your map. The code is sold as-is. Updates and bug fixes may be provided but are not guaranteed.
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