Fortnite Is Available: How Results Are Read, and How Partners Integrate
Fortnite has met PLLAY's commercial bar, cleared production testing and now settles automatically. Here is how a Fortnite result is read, and how a partner connects.
Fortnite is now Available on PLLAY Vision. Available means the title met PLLAY's commercial bar: Vision's reads were checked by a person against real gameplay before the status changed. It is the first title on the coverage list to move from Beta to Available. Every other title stays Beta, which means not yet commercially available. The status page shows which is which.
A Fortnite request asks one question about one recorded match: did the POV player win? Vision reads the end screen. VICTORY ROYALE is a WIN, including when the player was eliminated earlier and is spectating a teammate's win. YOU PLACED #N is a LOSE. ELIMINATED on its own is held for review, because in duos, trios and squads the team can still win. Vision never guesses a loss from an elimination banner, and a clip without a clear end screen is held, not guessed.
The request uses the adapter fortnite_result.json and the market kind pov, with exactly one WIN and one LOSE option. Labels Vision can't map, such as Team A and Team B, void the event instead of settling it. The clip should be recorded video of one match from the player's own view, and it should run past the end screen by about five seconds rather than stopping at ELIMINATED.
Fortnite has also cleared PLLAY's production testing on recorded matches and passed automatic-settlement certification, so Fortnite results now settle automatically. When Vision reads a clear end screen, a production client result settles on its own, without waiting for a person. Anything Vision is unsure of, such as ELIMINATED on its own or a clip with no clear end screen, is still held for a person to review rather than guessed. A hold is a waiting state, not an error: build for settled, held and voided, and wait for event.settled or event.voided.
The held path can be tested before production. Sandbox keys return a simulated Fortnite result that never reads the clip and is never a real result. Send an external_market_id that starts with sandbox-held and that event always comes back held, so a partner can test the waiting state end to end.
Setup is arranged with the PLLAY team for each client; there is no self-serve signup. We confirm the use case and a technical contact, then issue a sandbox key. The partner sends us an HTTPS webhook endpoint, and we register it and share the signing secret privately. When the integration handles settled, held and voided, we issue a production key and the base URL.
The Fortnite integration guide is at /developers#fortnite. The partner API spec, including a Fortnite example, is published at /artifacts/partner-api/partner-api-v1.yaml. Platforms that want to bring Fortnite results into their own product can start at access@pllay.io.
