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3. Fortnite
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4. [Fortnite Documentation](/documentation/en-us/fortnite/fortnite-documentation "Fortnite Documentation")
5. [Learn Game Mechanics](/documentation/en-us/fortnite/learn-game-mechanics-in-unreal-editor-for-fortnite "Learn Game Mechanics")
6. [Time Jumping Platformer and Survival Game](/documentation/en-us/fortnite/time-jumping-platformer-and-survival-game-in-unreal-editor-for-fortnite "Time Jumping Platformer and Survival Game")
7. Time Jump Game Mechanics
Time Jump Game Mechanics
========================
Create the game mechanics that change day into night and trigger the survival game.

On this page
To make the time jump between day and night, a trigger is tripped when a player collects a coin. The trigger trips the Day Sequence device set to nighttime sky and a Timed Objective device. The Timed Objective device counts down 30 seconds, and when the time completes, the first Day Sequence device changes the sky back to daytime.
When the daytime fades into night, creatures spawn and the coins disappear.
The nighttime is bound to a Timed Objective device. Once the Timed Objective device completes its timer, the monsters disappear, night fades into day, and the coins become visible again

**When day turns to night the landscape has an entirely different feel.**
Devices used:
* **2** X [Day Sequence](https://uefn-docs.yuzulabs.dev/documentation/en-us/fortnite-creative/using-day-sequence-devices-in-fortnite-creative)
* [Trigger](https://uefn-docs.yuzulabs.dev/documentation/en-us/fortnite-creative/using-trigger-devices-in-fortnite-creative) (As many as you need.)
* **2** X [Timed Objective](https://uefn-docs.yuzulabs.dev/documentation/en-us/fortnite-creative/using-timed-objective-devices-in-fortnite-creative)
* [Collectible Objects](https://uefn-docs.yuzulabs.dev/documentation/en-us/fortnite-creative/using-collectible-object-devices-in-fortnite-creative) (Coins as many as you need.)
Add Day Sequence Devices
------------------------
In the **Content Browser,** navigate to **Fortnite** > **Devices** and type **Day Sequence** in the **search bar**. Drag the device into the viewport, then modify the device's options.
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/3fe381f1-b486-42cd-bc0c-399e64730f1f?resizing_type=fit)
1. In the **Outliner** panel, right-click the device and select **Edit** > **Rename**.
2. Rename the device to **Morning Day Sequence Device**.
3. In the Outliner, right-click the **Morning Day Sequence Device** and select **Edit** > **Duplicate**.
4. Rename the second Day Sequence Device to **Nightmare Day Sequence Device**.
5. Select **Morning Day Sequence Device** to open its user options in the **Details** panel.
### Morning Day Sequence Device
From the Details panel, modify the following options.
Option
Value
Explanation
**General**
Day / Night Cycle
Fixed Time > 10
Provides optimal daytime lighting.
Priority
3000
To give the Morning Day Sequence device priority, the priority number must be higher than the second Day Sequence device.
**Trigger Volume**
True
Provides access to Trigger Volume options.
Extent X
175
Covers the necessary area of gameplay.
Extent Y
155
Covers the necessary area of gameplay.
Extent Z
50
Covers the necessary area of gameplay.
**Sunlight**
True
Provides access to Sunlight options.
Color
Hex Linear: FFDF2BFF
Gives the sunlight a yellow color.
### Nightmare Day Sequence Device
From the Details panel, modify the following options.
Option
Value
Explanation
**General**
Day / Night Cycle
Fixed Time > 23
Provides optimal nighttime lighting.
**Trigger Volume**
True
Provides access to Trigger Volume options.
Blending
None
Visuals blend immediately inside the volume.
Extent X
175
Covers the necessary area of gameplay.
Extent Y
155
Covers the necessary area of gameplay.
Extent Z
Covers the necessary area of game
**Fog**
True
Provides access to Fog options.
Density
0.9
Creates a fog with an eerie feeling, but not so thick that the player can’t see what’s coming.
Color
Hex Linear: 6C48A7FF
Gives the fog a purple color.
**Other Overrides**
Enable During Phase
Gameplay Only
The device can only be enabled during gameplay.
### Direct Event Binding
Below is a breakdown of how the devices above use direct binding to trigger the time jump and change in gameplay.
Device A
Function
Device B
Event
Explanation
Morning Day Sequence
Enable
Player Spawner
On Spawn
When a player spawns into the game, the Morning Day Sequence device is enabled.
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/89912008-5e35-444c-933a-4c544a01010e?resizing_type=fit)
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/53dbd1d4-c5fb-4696-aa5c-580f25cc67cc?resizing_type=fit)
Morning Day Sequence
Fade Out
Trigger 1
On Triggered
When Trigger 1 is activated, the Morning Day Sequence device is disabled and fades away.
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/576cd997-df73-4ef3-84b4-180123fe586c?resizing_type=fit)
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/366f52b2-2a3e-4763-a048-f9e082f86046?resizing_type=fit)
Morning Day Sequence
Fade In
Timed Objective
On Complete
When the timer completes, the Morning Day Sequence fades away.
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/35ff5d55-5d62-437d-845d-f7ab1f06dd88?resizing_type=fit)
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/80d3b026-261f-42fa-8cbf-497fe60df8de?resizing_type=fit)
Nightmare Day Sequence
Enable
Trigger 1
On Triggered
When the player trips the trigger, the Nightmare Day Sequence is enabled and fades into view.
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/daa80c9c-5a3d-42a3-8420-31a56b75b262?resizing_type=fit)
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/9e1991e2-9ab2-4e9e-ada9-9321fdb360c8?resizing_type=fit)
Nightmare Day Sequence
Disable
Timed Objective
On Completed
Once the timer is complete, the Nightmare Day Sequence device is disabled and fades.
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/5aa41bd6-862f-459e-8841-397d585f6ee0?resizing_type=fit)
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/8301586c-4078-44ce-8367-d63b323b49f4?resizing_type=fit)
Nightmare Day Sequence
Fade In
Trigger 1
On Triggered
When the player trips the trigger the Nightmare Day Sequence fades in.
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/75745f23-300a-4976-b76d-18d546ef6f76?resizing_type=fit)
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/add9b826-0de5-42ff-9d2d-aa79b5acf8b0?resizing_type=fit)
Nightmare Day Sequence
Fade Out
Timed Objective
On Complete
When the timer completes the Nightmare Day Sequence fades out.
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/3d7cbe15-8314-4c70-b75f-2f09af311b95?resizing_type=fit)
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/6458fe66-985d-49af-b91b-70503095726d?resizing_type=fit)
### Setting Multiple Bindings
The Day Sequence devices use multiple bindings on two functions to **Enable** and **Disable** the devices to jump between daytime and nighttime.
Functions have an **Array icon** that provides a way to create a list of devices that trigger the function. To create the array list, do the following:
1. Click the **Array icon** next to the function. Another device slot is added to the device list.
2. Select a **device** from the **Device** dropdown menu.
3. Select an **event** from the **Event** dropdown list.
Repeat these steps as many times as necessary to jump between day and night for your experience. The devices in this experience jump between day and night six times.
Triggers
--------
In the **Content Browser**, navigate to **Fortnite** > **Devices** and type **trigger** in the **search bar**. Drag the device into the viewport, then modify the device's options in the **Details** panel.
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/1c355250-bb2b-4138-87b7-ba0683a81f87?resizing_type=fit)
After modifying the first Trigger, follow the instructions above to duplicate the Trigger device. Make as many duplicates as you need for your game.
Option
Value
Explanation
Visible In Game
False
Triggers should be invisible.
Triggered By Vehicles
False
Triggers are only triggered by players.
Triggered by Sequencers
False
Triggers are only triggered by players.
Triggered By Water
False
Triggers are only triggered by players.
Trigger SFX
False
There's no need for SFX.
Timed Objective Devices
-----------------------
In the **Content Browser**, navigate to **Fortnite** > **Devices** and type **timed objective** in the **search bar**. Drag the device into the viewport, then modify the device's options in the **Details** panel.
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/3b03255a-a421-4746-bc55-f4ba019d6714?resizing_type=fit)
Follow the instructions in [Add Day Sequence Devices](https://docs.google.com/document/d/1oaZq4L6Lmu2e7bU7QrMEMO0mjfRGJkJJj7EEAElS6LU/edit?tab=t.0#heading=h.17yvepxfjm94) to duplicate the Timed Objective device once you modify all its user options.
### First Timer
This timer times how long the player has to fight creatures and stay alive during the night.
Option
Value
Explanation
Time
30
Adds thirty seconds to the clock.
Completed Score
10
Gives the player 10 points for surviving the set time.
Visible During Game
False
Seeing the device is unnecessary.
Completion Behavior
Reset
The timer needs to reset because it will be triggered multiple times.
Urgency Mode
False
Urgency sounds are unnecessary.
Start Team Filter
None
Team filters are unnecessary.
Stop Team Filter
None
Team filters are unnecessary.
Restart Team Filter
None
Team filters are unnecessary.
Pausing Team Filter
None
Team filters are unnecessary.
Resuming Team Filter
None
Team filters are unnecessary.
Audio effects
False
Audio effects are unnecessary.
### Second Timer
This timer is used to trigger the final boss fight and limit how much time the player has to defeat the boss, turn night back into day, and complete collecting coins. Use the same settings as above, but change the following options:
Option
Value
Explanation
Time
260.0
Adds four minutes to the clock.
Completed Score
100
The player is awarded 100 points when the timer completes.
Collectible Objects
-------------------
In the **Content Browser**, navigate to **Fortnite** \> **Devices** and type **Collectible Objects** in the **search bar**. Drag the device into the viewport. Delete all objects that aren't a **Gold Coin**, then modify the device's options in the **Details** panel.
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/ce54362a-7f38-4641-bd87-a5906d559790?resizing_type=fit)
Option
Value
Explanation
Score
25
Awards the player 25 points when collected.
Display Score Update on HUD
True
Displays the score update in the HUD.
HUD Message
Delete the message and leave it blank.
The score will accumulate in the custom UI and doesn't require a score message.
Collectible Color
Direct Color
There's no need to change the coin's color.
Duplicate the coin as many times as you need for your game. Place each coin over a trigger in strategic areas.
### Direct Event Binding
Below is a breakdown of how the devices above use direct binding to trigger the time jump and corresponding change in gameplay.
Device A
Function
Device B
Event
Explanation
Collectible Object
Turn Visibility Off
Trigger 1
On Triggered
Collectible Objects become invisible in the game and cannot be collected.
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/6a5d9bcb-f8f7-488f-9878-2b15cdc22f04?resizing_type=fit)
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/a5c6f14a-d4ff-431e-92db-c0a048a9a0ad?resizing_type=fit)
Collectible Object
Turn Visibility On
Timed Objective
On Complete
When the timer completes, the coins become visible and collectible again.
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/3e1ab54b-226c-4d3b-9612-75c4dad0b566?resizing_type=fit)
[](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/08b3d11f-5eba-4d76-a0ab-cc752eb2ba77?resizing_type=fit)
* [gameplay](https://uefn-docs.yuzulabs.dev/community/search?query=gameplay)
* [devices](https://uefn-docs.yuzulabs.dev/community/search?query=devices)
* [trigger](https://uefn-docs.yuzulabs.dev/community/search?query=trigger)
* * *
Ask questions and help your peers [Developer Forums](https://forums.unrealengine.com/categories?tag=fortnite)
Write your own tutorials or read those from others [Learning Library](https://uefn-docs.yuzulabs.dev/community/fortnite/learning)
On this page
* [Add Day Sequence Devices](/documentation/en-us/fortnite/time-jump-game-mechanics-in-unreal-editor-for-fortnite#adddaysequencedevices)
* [Morning Day Sequence Device](/documentation/en-us/fortnite/time-jump-game-mechanics-in-unreal-editor-for-fortnite#morningdaysequencedevice)
* [Nightmare Day Sequence Device](/documentation/en-us/fortnite/time-jump-game-mechanics-in-unreal-editor-for-fortnite#nightmaredaysequencedevice)
* [Direct Event Binding](/documentation/en-us/fortnite/time-jump-game-mechanics-in-unreal-editor-for-fortnite#directeventbinding)
* [Setting Multiple Bindings](/documentation/en-us/fortnite/time-jump-game-mechanics-in-unreal-editor-for-fortnite#settingmultiplebindings)
* [Triggers](/documentation/en-us/fortnite/time-jump-game-mechanics-in-unreal-editor-for-fortnite#triggers)
* [Timed Objective Devices](/documentation/en-us/fortnite/time-jump-game-mechanics-in-unreal-editor-for-fortnite#timedobjectivedevices)
* [First Timer](/documentation/en-us/fortnite/time-jump-game-mechanics-in-unreal-editor-for-fortnite#firsttimer)
* [Second Timer](/documentation/en-us/fortnite/time-jump-game-mechanics-in-unreal-editor-for-fortnite#secondtimer)
* [Collectible Objects](/documentation/en-us/fortnite/time-jump-game-mechanics-in-unreal-editor-for-fortnite#collectibleobjects)
* [Direct Event Binding](/documentation/en-us/fortnite/time-jump-game-mechanics-in-unreal-editor-for-fortnite#directeventbinding-2)