Fortnite Developers Will Soon Be Able to Sell In-Game Items via UEFN
On September 18, 2025, Epic Games announced one of the most transformative updates in Fortnite’s creator economy to date: developers will soon be able to sell in-game items directly from their Fortnite islands using Unreal Editor for Fortnite (UEFN).
Starting in December 2025, creators will gain access to new monetization tools that allow them to offer durable items and consumables inside their experiences, unlocking a revenue stream that goes far beyond engagement payouts and Item Shop sales. For many UEFN developers, this marks a shift from platform-supported monetization to developer-controlled economies.
This article breaks down what Epic announced, how revenue sharing works, what tools creators will use, and why this change fundamentally alters the future of Fortnite island development.
What Epic Announced
Epic confirmed that UEFN creators will soon be able to:
- Sell in-game items directly within their islands
- Earn revenue from both durable items and consumables
- Continue receiving engagement payouts alongside direct sales
These item sales will be powered by new UEFN tools and a Verse-based API, giving developers programmatic control over how items are sold, granted, and consumed during gameplay.
Epic stated that additional technical details will be shared closer to launch, but the intent is clear: creators will be able to design, balance, and monetize their own in-island economies.
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Revenue Share: How Much Creators Earn
One of the most striking aspects of Epic’s announcement is the revenue share model.
Standard Revenue Share
Under normal conditions, creators will earn:
- 50% of the V-Bucks value from in-island sales
To translate that into real-world terms, Epic provided transparency on how V-Bucks value is calculated.
How V-Bucks Value Is Determined
Each month, Epic:
- Takes all real-money spending used to purchase V-Bucks
- Converts it to US dollars
- Subtracts platform and store fees (ranging from 12% on Epic Games Store to 30% on consoles)
- Divides the remaining amount by the total V-Bucks spent by players
Fortnite’s average platform and store fees are currently 26%.
Based on this model:
- 50% of V-Bucks value ≈ 37% of retail spending
- 100% of V-Bucks value ≈ 74% of retail spending
Temporary 100% Creator Share Incentive
To encourage early adoption, Epic announced a limited-time incentive:
- From December 2025 through December 31, 2026, creators will earn 100% of the V-Bucks value from in-island sales
This means creators will effectively receive approximately 74% of real-money retail spending during this period—an unusually high share in the broader creator economy.
How Fortnite Compares to Other Creator Platforms
Epic also positioned Fortnite’s monetization model relative to other major UGC platforms.
Share of In-Game Sales Distributed to Creators
- Fortnite (through Dec 31, 2026): ~74%
- Fortnite (starting Jan 1, 2027): ~37%
- Roblox: ~25% of in-experience dollars spent
Even after the incentive period ends, Fortnite’s ongoing revenue share remains competitive, particularly when combined with engagement payouts and discovery-driven traffic.
This comparison signals Epic’s intent to position Fortnite as a creator-first platform for sustainable game businesses, not just experimental content.
What Creators Will Be Able to Sell
Epic confirmed that creators will be able to offer:
- Durable items – persistent items that carry value across sessions
- Consumable items – items that are used, spent, or depleted during gameplay
These items will be implemented using:
- New UEFN tooling
- A Verse-based API for item logic, ownership, and consumption
While full documentation has not yet been released, the use of Verse strongly suggests:
- Conditional item access
- Custom progression systems
- Dynamic pricing or unlock logic
- Integration with gameplay state and player progression
Why This Matters for UEFN Creators
This announcement fundamentally changes what it means to build on UEFN.
From Engagement-Only to Economy-Driven Design
Until now, creators primarily monetized through:
- Engagement payouts
- Brand partnerships
- Sponsored islands
Direct in-island sales introduce first-class economic design into Fortnite experiences, enabling:
- Premium game modes
- Cosmetic-only monetization
- Convenience-based consumables
- Long-term progression loops
Incentivizing Higher-Quality Experiences
With real revenue tied directly to player spending decisions, creators are incentivized to:
- Improve retention and replayability
- Balance fairness and monetization carefully
- Invest in polish, stability, and live operations
This aligns monetization success with player satisfaction rather than raw traffic alone.
What Creators Should Do Before December 2025
Although the tools are not yet live, creators can begin preparing now.
Design with Monetization in Mind
- Identify potential durable vs. consumable items
- Avoid pay-to-win mechanics that harm player trust
- Focus on cosmetic, progression, or convenience-based value
Optimize Technical Foundations
- Ensure islands comply with memory limits and performance guidelines
- Modularize Verse code for future item integration
- Track player behavior to inform pricing and balance decisions
Monitor Upcoming Documentation
Epic has confirmed more details are coming. Creators should closely watch:
- UEFN release notes
- Verse API updates
- Creator Portal announcements
Final Thoughts
Epic’s decision to enable in-island item sales represents a turning point for Fortnite as a creator platform. By combining direct monetization with a historically generous revenue share, especially during the 2025–2026 incentive period. Epic is signaling long-term confidence in UEFN developers as game creators, not just content contributors.
For creators willing to think beyond one-off experiences and toward sustainable, player-driven economies, this update opens the door to building real businesses inside Fortnite.
Next up: As December approaches, expect detailed documentation on Verse APIs, item definitions, and best practices for responsible monetization in UEFN.
