This tutorial brilliantly demonstrates how modular logic can overcome platform limitations to create professional-grade game mechanics. It is a masterclass in technical problem-solving that turns complex systems into an accessible creative workflow.
Deep Dive
Prerequisite Knowledge
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Deep Dive
How to Create the Reload System in Fortnite CreativeAdded:
the mode that saved Fortnite. And mark my words, this will be the next Fortnite discovery trend. What's up? I'm Grant Cre and welcome back to the channel. In today's video, I'll be showing you how to create the reload system. Before we get started, make sure you like, comment, and subscribe. We finally hit 600 members in the Discord, the creator that carried this challenge with 15 invites. Give it up for Galactic Builds.
Give this creator a big thank you by following this creator's YouTube. And don't forget to join his Discord to give him a big thanks for everyone else who invited people and got people within the Discord to the people supporting that have joined. Thank you all so much.
Please consider using codeto in the item shop so I can continue to bring you guys fresh and exciting content. But without further ado, let's go ahead and jump into this video. If you would like to try out this mechanic in game, check out Revenant Zone Wars or check out some of our latest streams on the map. SC Universe has created a custom version of this mechanic for their map. At the end of this video, I hope to see you do the same. Okay, the game will start. This video and last video are all connected.
Test players are all falling. It sent everybody. Let's see if it took everybody. There's another one right here. Did it take everyone?
It took all the test players. We have the reboots active. We have the timer going. Can I kill them here? Let's see them reboot.
Okay, test player 12. We can see him reload in the feed. Okay, while I have Max, let's respawn.
Okay, there we go. We're in. And then let's reload again to be on one one last respawn.
Here we go. Rebooting.
Okay, I am on my last reboot. So, let's wait a minute to see this basically give us back our reboots. You can see other people getting their reboots back. Oh, luckily we can heal.
They were lost in storm.
Ooh, it literally immediately took them right back. You guys know in the SC streams that this mechanic always works, but this is how it looks in the storm when when you can't see it. Okay, we should get our reboot back right here.
There we go. Now we're on the safe class again.
Let me skip this to get my reboot back.
Okay, maximum reboots.
That will stop that system. So now this isn't going in the background for you specifically. Also complete this to start the full disable for everyone.
Uh no. Do I want to teleport in the reboot? Yeah, let's do let's teleport to the reboot.
Okay, this brought me back. So, I have all my reboots and the timer will take them away for everyone.
Disabled. You see it on him. At least you've seen it on him.
Now, everyone who dies after this point will not respawn.
Definitely should have grabbed. Are you the last one?
Now that reboots are disabled. Once I die, this will be my last life.
Okay, so we're going to start in the island settings. Spawn limit.
Spawn limit needs to be one at the start. It's not going to make sense and I'm not going to explain it next. This is a stat device mechanic. So, what I need you to do is place down a stat creator. Name this reload manager. Stat name reboots. Max value. This determines how many reboots do the players have.
Official Fortnite mode has two reboots.
Rabbinet has three. You can go as high as you want to, as many respawns as you would like in this section right here.
Can lose level from points. Yes. Stat color. I went for blue as like the regular reboot system, but you can go whatever color matches your map. User widget. Go tiny. Stat icon. Do the reset icon. Stat bar shown on HUD. In UFN, you can make a custom widget to match this.
So then it looks really cool. If you want to have like a HUD message or you want to use something else, you can do duration and you can turn the duration to one. For some reason, Fortnite has not fixed. If you don't show the widget, the mechanic does not work. Until they fix that, you have to use another option. While we're talking about the custom stat in the island settings, go to user interface, go to scoreboard, scroll down a little bit, and in the scoreboard, you can put whatever whatever stat you would like. You can use the ones you make with the creator stat. If you guys didn't know that, you can put that here in the UI. When they open the schoolboard, you can see the reboot. This system does require classes, two to be exact. So, unfortunately, the medallion system will not work or any other class-based power-ups does not work with this system. Place down a stat counter. Name this reboot class check. Stat to track is reboots. Compare type equal to or more. Comparison value one. Broadcast events on stat change on. Compare per player on. Registered player behavior add register. Place down a class selector. Name this no respawns selector. Class to switch to one.
Restore health and shields on switch off. Place down a class designer. Name this no respawn designer. Class identifier one. Class name no reboots.
Spawn limit one. It needs to be one. Now copy the class designer and selector and place down a copy. Go into the second class selector. Name this respawnable selector. Class to switch to. Well, class two. Restore health and shields on switch off. Go into the second class designer. Name this respawnable designer. Class identifier two. Class name reboots available. Spawn limit infinite. Make sure that there's unlimited spawning on this class. The ability to spawn or not to spawn is that simple. Let's talk about how we give and take reboots. Place down a stat power up. Name this give all players reboots.
Stat to apply. reboots magnitude. Now, if you want to start the game with the players with a full reboot, make sure that this is maxed out to however much you allow. If you have a max of three reboots, make sure that this is three because it will give everybody three reboots off the bat. But if you want to start with one, you could also do that and then they can load them up as they go. Time to respawn is instant. Make sure this is zero. Apply two. We're going to give this to all players on one pickup. Place down a player counter. Name this activate players slash give reboots. Compare.
Hold on. I don't even need to show that.
Compare player count. Do not compare.
Transmit on counted/ removed. Signal only. Include spectators. No. Place down a timer device. Name this start reboots timer. This is the game start timer. So, however much time it takes to start the game, that is how much time this should take. 10 seconds. You can do 20 seconds like we talked about in the last video.
Start at game start on completion behavior reset. Display time in seconds only. Timer running text game start in.
Audio effects turn off. Okay. Next.
Place down another timer. Name this time to disable countdown. This is how much time it takes to start the disable timer. Not to disable it, but just to start that timer. Maybe 5 minutes, 3 minutes. Um, you can kind of check your zone and when you're at those lower end of the zone, maybe that's when you start it. You really have to work out what a good time before you start disabling the reboots. But keep this closer to the end of the match. So if your game is 10 minutes, maybe the last half, the last 3 minutes. Again, this is something you're going to have to work out and figure out for yourself. Completion behavior reset.
Show on HUD. No, you don't need to show this. Audio effects off. Instigating player not present. Empty instigator.
Place down another timer. Name this disable reload timer. Duration. You can give it a minute. You can give it 30 seconds. I think a good minute before it disables fully is good to show the players. Completion behavior reset.
Display in seconds only. Timer running text is reboots disabled. Timer label text style is red outline, but you can customize this however you would like.
Audio effects off. Instigating player present empty instigator. Place down another player counter. Name this deactivate players slash remove reboots.
Compare player count. Do not compare.
Transmit on player counted slash removed. Signal only. Include spectators. No. Place down another stat power up. Name this remove all reboots powerup. Stat to apply reboots.
Magnitude. And realistically just remove them all. You can do the exact amount, but I like to just put negative 100 so it just makes sure it's clear. Time to respawn zero. Apply to all players.
Next, place down a HUD message device.
Name this disable reload message.
Message reboots disabled. Show duration.
You can do permanent. I think permanent makes sense to me. Placement top center.
I would recommend you guys customize this how you like. This is going to look very bland if you keep it the same.
Next, let's talk about adding and removing reboots from a player. Place down a stat power up. Name this add reboot powerup. Stat to apply reboots.
Magnitude. Make sure this is just one.
We're doing one at a time. Time to respawn is instant. Place down a timer device. Name this add reboot timer.
Duration. You choose how long it takes to add reboots to the player. I might go with like every minute. Apply to player only. Completion behavior is restart.
Show on HUD. No. Enable urgency mode on.
Urgency mode time 3 seconds. Audio effects off. Place down a switch device.
Name this stop reboot timer switch.
State reset timer 3 seconds. Store state per player turn to yes. This is important. Check state at game start disabled. Place down another stat power up. Name this remove reboot powerup.
Stat to apply reboots. Magnitude negative one. Time to respawn is instant. Place down a trigger device.
Name this delayed disable reload trigger. Enable on game start off.
Triggered by water turned off because I know a lot of you guys put your mechanics in water. So, just make sure that one's off. Delayed trigger instigator's choice Q. Place out another switch device. Name this respawned delay switch. State reset time 3 seconds.
Store state per player. Yes. Check state at game start disabled. Placed out a health powerup. Name this temp heal protection power up. Magnitude 100.
Infinite effect duration. No. Effect duration two. Time to respawn instant.
Make sure this is applied to player.
Place down a message feed device. Name this reloading feed. This part you want to put into the special brackets. If you look down below, it says message to display custom tags such as player name and icon are supported. I need you to put the player name exactly how they put it down there. The special curly brackets, capital player, and then capital name. Make sure you close the curly brackets. Player name is rebooting. curly brackets icon with a capital I enclose the curly brackets. I don't know. Just don't don't mess it up.
You guys got that. It's so that's such an easy thing. Player highlight color.
Do team color. So, every time it shows, it's going to show what team it is.
Message icon. We're doing the reset, but if you're in UFN, you can do a custom icon. Okay. Next, let's talk about the reloading into the map. Let's talk about the respawning. So, a player will respawn into a zone. That zone will activate the player to go back into the map. Let's set that up. Place down a player spawner. Name this reboot player spawner enabled during phase. We're doing gameplay only. Pause. Maybe this might not be the best thing for a lot of the creators that will watch this video.
So, disable this fully and enable it on the start of the timer. Disable these spawn pads before you copy them all over. Enable them from the start game timer or the start reboots timer.
Priority group, we're doing one. Use as island start turn off. The spawn pads in the actual spawn island. All I need you to do is put priority group to two and then use as island start is on. Enable during phase is always these will be the ones that people spawn into. These will be the ones they spawn after they die.
Make sure you have enough spawn pads for everyone that's in the game. Usually these games are like 16 players. You can put as many players as you would like to be honest. Just make sure there's an area for it. This does not need to be at spawn island. I don't recom necessarily recommend it to be at spawn island. You could put this in the most middle of the BR spot you can, but like underneath is have it in a place where maybe the storm doesn't kill them or you could have this super out of the way. But that's what that heart power up over there is for is just to make sure they're healed in the storm while they're about to respawn.
This thing, this place, this area needs to be very hidden very well. Now place down a mutator zone. Name this respawn zone. Enable on phase none. Just in case you use your spawn island, just keep this off for now. Just make sure these are covering the spawn pads we just set up. It's the perfect size of that whole platform. You don't want their player to move around during this phase as they're coming back into the map. So, just make sure their movement is zero. Movement override bonuses at zero.
Yes. Okay. Next, let's talk about how to teleport the players properly. If you don't know how to use teleporters, I think I have a video in my device therapy section that show you everything you need to know about how to use a teleporter device. Place down a teleporter device near the reboot spawn pads. Name this base teleporter.
Teleporter group. None. Teleporter target group. Let's use group R for reboots. I know you guys are not using this teleporter group. Whatever one that you're not using, put it on that. Change teleporter target on entry effect radius.5.
Next, if you haven't seen the last video, highly advise you go check that out. It shows you how to actually randomize your storm, but it's not just used for that. Each option should have a corresponding teleporter. Place down a teleporter device. Name this biome one teleporter. Teleporter group R. Make sure this is the same group that you set up in the previous teleporter.
Teleporter target group none. Change teleporter target on entry. Face player in teleport direction relative skydive after teleport. Yes. Now copy this over for every option you have on the storm randomizer. Set this up right. It will say biome one teleporter, biome 2 teleporter, biome 3 teleporter, and biome 4 teleporter. And if you have more, it should say more than that. From the trigger from last video, for the corresponding teleporter, I need you to enable it. So on triggered, we're going to enable biome biome one teleporter.
Enable biome 2.
Biome 2 teleporter. We're going to enable biome 3 teleporter.
We're going to enable biome 4 teleporter.
We are going to enable. These will start disabled. It's just really hard to show you guys the tutorial when they're disabled cuz they're invisible basically. But before you do anything, make sure these teleporters, the ones over here, these are disabled. Each of these will be disabled. So, after you finish all the settings, go back and disable all of these teleporters because the randomizer will enable that teleporter, making the activate feature only take you to that storm, the proper storm. Now, for biome one, I need you to pick up this teleporter.
Go into the sky above the the first storm. So, whatever your first storm is, I need you to put however many player, maybe even half. You don't have to do all of them. Maybe just half it. So, if you have 16 players, do eight teleporters around the sky. But if it starts to break, add more. Eight of these in the sky above the POI. You don't, it doesn't have to be right next to each other. Just give different angles to teleport in.
Take the biome 2 teleporter. So, this is my option two. So, in the sky, once again, like I said, I'm going to show you guys. you disable it. It's just so hard to see. This is why I couldn't do the tutorial like that with with it like off, but you kind of see it. It's really hard to see. Disable them and then place these around this the sky in that area.
And then you would do the same for the next teleporter.
Okay, let's give some options.
Perfect. For the final location, you pick this up. Let's bring this over here.
Disable this place. Now, this lot easier if you have just one storm. If you have one you like to kind of put right here.
Now, these are all disabled. These all will enable when the proper storm gets picked. I'm hoping I can nail that home so you guys understand why these are disabled and why they're spread out. So, now when we activate this this mechanic, it's going to pick a storm. When it picks the storm, it's going to enable the teleporters above the POI. And then that will be every time they reboot, they will go to a random location above that storm's POI or that storm that storm circle. It will be up in the sky.
Okay. Head back over to the weird mesh teleporter. The base teleporter.
Activate when receiving from spawned delay switch on turn off. Activate players give reboots on player counted.
Go to the respawn zone mutated zone.
Enable when receiving from start reboot timer on success when player enters zone. Send event two. Add reboot timer.
Reset. Respawn delay switch turn on. Go over to the reload manager. Reset stat when receiving from. Deactivate players.
Remove reboots on player counted. Also delayed disabled reboot trigger on trick pay. Go over to the no respawn selector.
Change player to class when receiving from. Reboot class check on compare failure. Deactivate players. Remove reboots on player counted. Delayed disabled reload trigger on trigger.
Great. Go over to the reboot class check on on compare success. Send event to respondable selector. Change player to class. On compare failure, send event to no spawns selector. Change player to class. Go to the respondable selector.
Change player to class when receiving from. Reboot class check on compare success. Go to the activate and deactivate player counters. We're going to start with the activate one. Transmit for all counted players when receiving from. Start reboots timer on success. On player counted, send event two. Base teleport. Activate. Add reboot timer.
We're going to start in in the start reboots timer. On success, send event two. Time to disable countdown. Start.
Give all players reboots. Power up.
Pickup. Delayed. Disabled. Reload.
Trigger. Disable. Activate player. Give reboots. We're going to transmit for all counted players. Add reboots. Add reboot powerup. We're going to spawn the respawn zone. We're going to enable. Go to the time to disable countdown. Start when receiving from. Start reboot timer on success. And then on success, send event 2 to disable reload timer. We're going to start. Okay. Go to the disable reload timer. Start when receiving from time to disable countdown on success. On success, send event 2 to disable reload message. We're going to show deactivate players. Remove reboots. Transmit for all counted players. Delay disable reload trigger. Enable. Remove all reboots. Power up. Pick up. Add reboot power up. We're going to despawn. Go to the final player counter, which is the deactivate players. Transmit for all counted players when receiving from.
Disable reload timer on success. On player counted, send event two. Add reboot timer. Reset.
Reload manager. Reset stat. Go respawn selector. Change player to class. Dang, that's a lot of stuff. That's a lot of stuff. Over here to the add reboots per player mechanics. The stop reboots timer switch. Turn on when receiving from reload manager on reached maximum on turn off send event 2 to add reboot timer reset. Next the add reboot timer start when receiving from activate players on player counted respawned delay switch on turned off. Reset when receiving from stop reboot timer switch on turn off. Deactivate players. Remove reboots on player counted. Delayed disabled reload trigger on triggered.
Respawn zone on player enter zone on success. Send event to add reboot powerup. Pick up. Go to the next switch.
The respawn delay switch. Turn on when receiving from respawn zone. On player enters zone on turned on, send event 2 to reloading feed. Activate. Temp heal protection powerup. Pick up on turned off. Send event to base teleport.
Activate remove reboot powerup. Pick up delay. Disable reload trigger. We're going to trigger add reboot timer. We're going to start temp heal protection power up. We're going to pick up. We have finally connected all the pieces. I know that was I know this is going to be A LONG TUTORIAL. AND THAT IS IT for today's video. Now, if you use this system, please comment down below any questions that you have. This is a gamecher mechanic. Please use code granto in the item shop. But I'm going to create. I'll see you guys in the next video. Peace.
Yeah.
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