Rocket Racing Archive
Section 07

Tools, Utilities & Converters

Building for Rocket Racing meant one route only: Epic’s own UEFN pipeline, opened to creators on March 20, 2024 (UEFN v29.01) with the “Build Your Own Rocket Racing Islands with UEFN” release. A third party modding API never existed. Everything outside that pipeline (stat trackers, map code databases, speedrun timing files) is thin, and the only dedicated RR conversion/recovery tooling that exists was built by this archive’s maintainer and published under ShrezesUverse on GitHub (Section 7.2).

7.1 Official track building pipeline (UEFN)

The March 20, 2024 release shipped two starter templates, Competitive Race Track (up to 12 players, multi lap) and Speed Run Track (single lap time trial), plus a device suite (Epic announcement; template catalog). All RR devices remained labeled “Beta” in Epic’s documentation throughout the mode’s life.

Known defects. The most complete bug list is the March 29, 2024 Epic forums thread “All issues with Rocket Racing UEFN tools”: UEFN crashes when sculpting near spline nodes, music setting ignored, broken checkpoint respawns in private codes, no segmented track testing, editor vs live physics mismatch, and no ghost trail debug recording. Ticket FORT-743381 was closed by January 2025 without resolution. Later reports include a broken track spline, a 2025 regression where moving splines stopped affecting tracks, and a respawn on spline issue.

7.2 Conversion & recovery pipelines

The RR native tooling, built by this archive’s maintainer. For most of the mode’s life there was no track conversion or content recovery tooling at all; the gap was eventually filled by community dataminer shrezee (this archive’s maintainer), publishing on GitHub as ShrezesUverse:

  • UEFN_RocketRacing_TrackConverter (Python + standalone .exe) · fixes deprecated RR tracks that no longer pass UEFN validation: “If Epic’s update broke your old tracks (they won’t validate), this little tool fixes them.” Clipboard workflow: copy the old track in UEFN, run the converter, paste the reformatted track back; segments and segment types are preserved, only the data format is updated (README advises testing on one track first). The only known dedicated Rocket Racing track converter.
  • UEFN-Rocket-Racing-Asset-Pack (released July 1, 2026) · a full DelMar content uncooker: it converts Rocket Racing’s cooked runtime content back into editable, UEFN usable form and exposes the complete set in the content drawer, delivered as two .uasset files (DelMar.uasset, UEFN_Expose_DelMarCoreContent.uasset): “Everything that exists in Rocket Racing is included, not a partial set.” Installed into the Fortnite directory, it makes the official RR content buildable in creators’ own islands: the practical community side recovery path for rebuilding official track content as standalone islands before the sunset. (Per the README: a handful of assets fail validation; not affiliated with Epic, takedown contact provided.)

Epic’s official migration path is separate: the April 2026 integration of car physics, hazards, and track tools into base UEFN, with convert to standalone island guidance (Section 6.11, Section 21.7).

A conflation to avoid: Rocket League maps are not Rocket Racing tracks. The neighboring Rocket League Map Making scene has its own UDK era tooling (RLMM tools page: Blender to UDK plugin, UDKObjectGenerator, UPK Browser, BakkesMod map loaders, none targeting UEFN or RR; RLMM GitHub org; RLMM Discord). No RL→RR converter ever existed; porting an RL workshop map meant manual mesh export (Blender/FBX) plus hand rebuilt splines, and that is a porting curiosity between two different games’ content, not part of the Rocket Racing preservation pipeline. (Generic mesh tools like the paid Racing Track Generator Blender add on likewise have no RR spline integration (unverified).)

7.3 Learning resources

7.4 Map code discovery & databases

7.5 Stat & leaderboard trackers

7.6 Speedrun timing tools

7.7 GitHub repos & misc utilities

7.8 Most useful tools

Tool Type Link Note
RR Track device + Style Editor Official UEFN track builder Epic docs Spline authoring, 5 road shapes; Beta forever
RR templates & device suite Official UEFN starter kit Epic docs Competitive + Speed Run templates, 9+ devices
Cleverlike Creator School course Learning uefn.cleverlike.com Free, structured first track course
fortnite.gg racing stats Leaderboard tracker fortnite.gg Best third party RR stats
fortnite.gg racing maps chart Map database fortnite.gg Live CCU per RR island
Fortnite Tracker RR leaderboard Leaderboard tracker fortnitetracker.com Ranked only; profile stats missing
Meta’s LiveSplit .lss files Speedrun timing speedrun.com resources Only timing tooling; no autosplitter
ShrezesUverse Track Converter RR track revalidation GitHub The only dedicated RR converter; clipboard in/out
ShrezesUverse RR Asset Pack Official content uncooker GitHub Uncooks the full DelMar content for UEFN (Jul 2026)
RLMM Blender toolkit RL geometry extraction (different game) GitHub RL scene, not RR; feeds manual FBX→UEFN import
Octane Spawner device Creative device Epic docs Pre RR RL car, since v22.10 (Oct 2022)

7.9 Honest assessment & endgame

The RR tooling ecosystem was shallow by design: no modding API, no data API for stats beyond what trackers scraped, no export path, and no first party conversion story until the very end. Community energy went into tutorials and bug threads rather than tools, becuase there was little to hook into; the notable exceptions are the maintainer’s own ShrezesUverse converter and asset pack (Section 7.2), which arrived late and went essentially unnoticed on the open web. With the March 24, 2026 shutdown announcement (see also Epic’s shutdown FAQ), the dedicated track creator was discontinued (migration path: Section 7.2).