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2.  [Documentation](/documentation/ "Documentation")
3.  Fortnite
    *   [Unreal Engine](/documentation/en-us/unreal-engine)
    *   [Fortnite](/documentation/en-us/fortnite)
    *   [MetaHuman](/documentation/en-us/metahuman)
    *   [Twinmotion](/documentation/en-us/twinmotion)
    *   [RealityScan Mobile](/documentation/en-us/realityscan-mobile)
    *   [Fab](/documentation/en-us/fab)
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.

![Time Jump Game Mechanics](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/75b6a7fb-98c8-4d9a-815a-f7729a11e9cb?resizing_type=fill&width=1920&height=335)

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.](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/c4211142-d348-4094-93e7-77f2c7356fcb?resizing_type=fit&width=1920&height=1080)![When day turns to night the landscape has an entirely different feel.](https://uefn-docs.yuzulabs.dev/community/api/documentation/image/0dfd46bd-2f4f-447c-9d23-13205c8af780?resizing_type=fit&width=1920&height=1080)

**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)](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/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)](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/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)](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/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)](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/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)](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/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)](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/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)](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/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)](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)](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)](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)](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/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)](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/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)](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)