Published: August 12, 2026 · Last updated: August 12, 2026 · 10 min read
FH6 EventLab Guide — Build Custom Races & Events
EventLab is FH6's custom event creator, and it's the single most underrated feature in the entire game. Most players drive past it, but the people who actually use EventLab are the ones still playing FH5 four years after launch. FH6's EventLab gets a major overhaul — rule editor 2.0, expanded prop library, and playground games support that wasn't in FH5 at launch. Whether you want to build a tight touge course on a mountain pass, a ridiculous stunt park made of ramps and boost pads, or a full game mode from scratch — here's exactly how to do it.
Jump to:
EventLab vs Blueprint — What's the Difference?
This confuses a lot of new creators. Blueprint events are the simple version — you pick an existing race route and change the car class, season, time of day, and lap count. That's it. You're running the same roads with different settings. Useful for seasonal championships when you need a specific setup, but not creative.
EventLab is the full creator tool. You start with a blank section of the map — or overlay your route onto existing roads — and place every checkpoint, prop, barrier, and rule yourself. You control the start point, the finish line, what happens when a player enters a zone, what props spawn where, and even the win condition. EventLab is where the 1.2 million user-created events in FH5 came from, and FH6's version adds substantially more tools.
Rule of thumb: if you're tweaking an existing race, use Blueprint. If you're building something from scratch, use EventLab. Blueprint takes 2 minutes. A good EventLab creation takes 2-10 hours depending on complexity.
Creating a Custom Race Route
Open EventLab from the pause menu (Creative Hub > EventLab > Create New). You'll see the full FH6 map in an overhead view. Here's the workflow for a basic custom race:
- Place your start point. Click anywhere on the map. The starting grid auto-generates facing the direction you set. You can rotate the grid orientation — don't just leave it pointing north unless that's actually the first corner.
- Drive the route. Switch to driving view and physically drive the line you want racers to follow. The game records your path and auto-places suggested checkpoint locations. This is way more intuitive than checkpoint-by-checkpoint placement. You can adjust checkpoints individually after the drive.
- Set the finish line. You can make it a point-to-point (start and finish in different locations) or a circuit (finish at the start line after a lap). Circuits require you to drive a full loop back to the start point.
- Test drive before adding props. Do a full lap at race pace. Check that checkpoints are visible from corner exits, that the racing line flows naturally, and that there are no blind crests into 90-degree turns. Fix the layout before you spend 2 hours decorating it.
Most good EventLab tracks take 3-5 test laps before the route feels right. Don't skip this — a beautiful track that's frustrating to drive will get negative ratings and buried by the algorithm.
Checkpoint Placement Rules
Bad checkpoint placement ruins more EventLab creations than anything else. Here are the rules that separate playable tracks from abandoned ones:
- Checkpoint width: Minimum 1.5 car widths at racing speed. A checkpoint you can hit comfortably at 60mph becomes impossible at 180mph. Test at the car class you intend for the event. For S2 and X class, make checkpoints at least 2 car widths wide.
- Visibility from corner exit: When a driver exits a corner, the next checkpoint should be visible within 0.5 seconds. If they have to search for it, you've placed it wrong. Use the drone camera in test mode to check sight lines.
- Checkpoint spacing: No more than 300 meters between checkpoints on straights, 150 meters in technical sections. Too far apart and players get lost. Too close together and they feel like a chore. On a tight touge course, you can go as close as 80 meters — just make sure the flow works.
- Don't put checkpoints mid-corner: The apex is the worst place for a checkpoint. Drivers are focused on their line, speed, and exit — making them also thread a gate is frustrating. Place checkpoints on corner entry or exit, not at the apex.
- Elevation changes: After a crest or drop, place the checkpoint far enough away that players can see it before they commit to a line. FH6's Japan map has significant elevation — blind crest checkpoints are the number one complaint in FH5 EventLab reviews.
Props — Types, Limits & Creative Uses
FH6's prop library has over 800 objects, roughly double what FH5 launched with. Props are divided into categories:
Structural Props
Ramps, platforms, walls, barriers, railings. Ramps now have adjustable launch angles (15 to 75 degrees) and can be stacked. Platforms can be tilted and rotated on all three axes — this is new for FH6 and opens up vertical track design that wasn't possible before. Wall props let you create canyon-style narrow sections, guardrail-lined highways, or arena boundaries.
Decorative Props
Buildings, trees, signs, lights, crowd barriers, inflatable arches. These don't affect gameplay but they sell the atmosphere. The best EventLab tracks use decorative props to create a sense of place — a neon-lit street racing scene, a construction site rally stage, a festival ground with fireworks. FH6 adds Japanese-themed props: torii gates, cherry blossom trees, vending machines, convenience store facades, and Shibuya-style crossing signs.
Functional Props
Boost pads, jump ramps (with scoring), bowling pins, soccer balls, goal zones, speed traps, danger signs. These interact with gameplay — boost pads give instant speed, jump ramps launch cars into the air, and trigger zones can activate rule sequences. The creative ceiling here is high: one FH5 creator built a functional pinball machine where you launch a car and it bounces between bumpers scoring points.
Prop Limits
FH6 increases the prop budget: 500 props per event (up from 200 in FH5), with a dynamic budget that allows more props in simple areas and fewer in densely populated map zones. Performance-testing props give you a real-time "budget used" meter. Complex props (moving objects, lights, multi-part structures) cost more budget than simple static props. Plan your prop layout before you start placing — hitting the limit at 90% completion is heartbreaking.
Rule Editor — Triggers, Conditions & Actions
The rule editor is what turns an EventLab creation from "custom race route" into "entirely new game mode." FH6 upgrades it significantly:
Trigger Types
- On Enter Zone: Fires when any player drives through a defined zone. Use this for checkpoint effects, speed boosts, or scoring events.
- On Timer: Fires at specific time intervals. Use for spawning props, changing weather, or adding pressure (e.g., "every 30 seconds, remove one checkpoint").
- On Collision: Fires when a player hits a specific prop. Use for smashable targets, destructible barriers, or penalty triggers.
- On Score Threshold: Fires when a player or team hits a point total. Use for win conditions in playground games.
- On Race Start / Finish: Global triggers for initialization and end-of-event logic.
Conditions
Conditions filter when a rule actually executes. You can check: player position (1st, 2nd, etc.), car class, speed (above/below a threshold), player team, whether a specific prop exists, and whether another rule is currently active. Combine triggers and conditions for precise control: "When player enters Zone A AND is in 1st place AND speed is above 100mph, spawn a barrier in Zone B."
Actions
What the rule actually does: spawn/despawn props, teleport player, modify car stats (add/remove horsepower, change grip), award/punish points, change weather/time of day, play audio, show on-screen message, end event. The teleport action is particularly powerful — you can create checkpoint-to-checkpoint teleports for "shortcut" risks, or reset players who fall off elevated track sections.
Playground Games Creation
FH6 adds native support for creating custom Playground Games — something that required complex workarounds in FH5. The template system gives you starting points for:
- Infected: One player starts as "infected." Tag other players to spread infection. Last survivor wins. Customize: tag range (5-20 meters), infection timer, survivor speed boost.
- King: Hold a designated zone (the "crown") to score points. Others try to knock you out. Customize: crown zone size, score rate (points per second), respawn delay after being knocked out.
- Flag Rush: Collect flags scattered across the arena and deliver them to a goal zone. Customize: flag count, flag respawn timer, score to win, whether carriers are slowed.
- Survival: Stay on a shrinking platform. Last car standing wins. Customize: shrink speed, initial platform size, whether contact is allowed.
- Custom Objective: Build your own win condition using the rule editor. Create CTF variants, destruction derbies, obstacle courses, or anything you can script with the trigger/condition/action system.
The community has already built variants that go way beyond the defaults: "Zombie Survival" (increasingly fast infected cars), "Sumo Wrestling" (push opponents off a raised platform with shrinking boundaries every 30 seconds), and "Cops vs Racers" (one team tries to block the other from reaching a zone). Start with a template, play it a few times to understand the balance, then tweak with the rule editor.
Testing, Publishing & Getting Featured
Before You Publish
- Test with at least 3 different cars at different PI levels. A track that flows beautifully in an A-class grip build might be a nightmare in an S2 power build.
- Test with friends in a convoy. Solo testing doesn't reveal issues with checkpoint spacing when 6 cars are fighting for the same line, or prop collisions when multiple cars hit the same ramp simultaneously.
- Complete a full event end-to-end without using rewind, at race pace. If you can't finish your own track cleanly, players won't be able to either.
- Check your props in photo mode. Floating props, clipping through terrain, or visible seam lines between prop pieces look amateurish and tank your ratings.
Getting Featured by Playground Games
PG hand-picks EventLab creations for the weekly featured tab. Getting featured means millions of plays — the most-played FH5 EventLab track has over 8 million plays. The selection criteria, based on what PG's community managers have said publicly:
- Originality: Don't submit another "Goliath but with ramps." PG looks for creative concepts they haven't seen before. The pinball track got featured. The functional roller coaster got featured. The recreation of Initial D's Mount Akina — featured, but only the most polished version.
- Polish: Floating props, missing barriers, and visual glitches will disqualify you. Make sure everything looks intentional from every camera angle.
- Playability: The track must be completable by an average player on Highly Skilled drivatar difficulty. If your creation requires pixel-perfect inputs, it's too hard.
- Title & description quality: Use a descriptive title and write a real description. "Cool track lol" doesn't get featured. Explain what the event is, what cars work best, and any special rules.
- Share code visibility: Post your creation on r/ForzaHorizon, the official Forza Discord, and the Forza forums. PG's community team monitors these spaces. A creation with 500 upvotes on Reddit gets noticed.
Best Community EventLab Codes (FH5 Examples)
These FH5 EventLab codes demonstrate what's possible and are worth studying before you build your own. The creators behind them are almost certainly building for FH6:
- Night City Highway (157 326 418) — Neon-lit expressway course with boost pads and vertical sections. 2.4M plays.
- Mount Akina Touge (129 843 672) — Faithful recreation of the Initial D downhill course. 1.8M plays.
- Stunt Park Megaplex (832 110 549) — Massive stunt arena with loops, corkscrews, and a giant halfpipe. 3.1M plays.
- Jurassic Rally (445 217 980) — Jungle rally stage with dinosaur props, collapsing bridges, and a volcano escape sequence. Featured 4 times.
Common Pitfalls to Avoid
- Checkpoint too narrow: The single most common complaint. If a checkpoint is narrower than 1.5 car widths, widen it. Missed checkpoints that force a respawn are the fastest way to get a negative rating.
- Prop limit: You hit 500 props and can't add the finishing touches. Solution: combine props — one large platform is cheaper than four small ones. Delete props that aren't visible from the racing line. Simplify decorative elements in areas players pass at speed where they won't notice the detail.
- Unfinishable routes: Always test that the finish line triggers correctly. A common bug: the finish line triggers only if you cross it from a specific direction. Test driving through it from every possible angle. If you can find a way to skip it, players will too — and then they're stuck in an event that never ends.
- Poor start grid placement: Placing the start grid on a slope or uneven surface causes cars to slide or roll before the countdown even finishes. Always place the grid on flat ground. Use the terrain smoothing tool that's new in FH6 if needed.
- Car class mismatch: Building an S2 track with tight 90-degree corners and no runoff zones. Or building a D-class track with straight sections longer than 2km where slow cars spend 30 seconds flat out doing nothing. Match the track design to the car class, and specify the recommended class in your description.
Pro tip: The best way to learn EventLab is to play the top-rated community creations first. See what works, what feels good to drive, and what creative ideas people have already explored. Then build something that doesn't exist yet. Good luck, and share your share codes — I want to play what you build.