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Random Prop Spawner

Random Prop Spawner

A creative device that periodically spawns a random prop from a list at random spawn points, on a randomized cooldown, optionally avoiding back-to-back repeats.

Original, compile-verified Verse by Bizanator (Biloxi Studios). Clean-room sample you can drop into a UEFN project and adapt.

# Random Prop Spawner — Biloxi Studios Inc.
#
# A self-contained creative device that periodically spawns a RANDOM prop from a
# configurable list at one of several spawn-point props, on a randomized cooldown.
# Optionally avoids playing the exact same prop twice in a row.
#
# Teaches: @editable arrays, GetRandomInt/GetRandomFloat, a self-rescheduling
# <suspends> loop, safe array indexing in a failure context, and SpawnProp.
#
# Drop this on a creative_device, fill in PropPalette with creative_prop_asset
# references and SpawnPoints with placed props that mark where to spawn.

using { /Fortnite.com/Devices }
using { /Verse.org/Random }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /UnrealEngine.com/Temporary/Diagnostics }

log_random_prop_spawner := class(log_channel){}

random_prop_spawner := class<concrete>(creative_device):

    Logger : log = log{Channel := log_random_prop_spawner}

    # The pool of prop assets we can spawn. Add as many as you like.
    @editable
    PropPalette : []creative_prop_asset = array{}

    # Placed props that mark WHERE we may spawn. We read their transforms and
    # spawn at a randomly chosen one each time.
    @editable
    SpawnPoints : []creative_prop = array{}

    # Random wait (seconds) between spawns.
    @editable
    CooldownMin : float = 5.0
    @editable
    CooldownMax : float = 12.0

    # When true (and the palette has >1 entry), never spawn the same asset twice
    # in a row, so the sequence feels less repetitive.
    @editable
    AvoidImmediateRepeat : logic = true

    # Index of the prop we spawned last, so AvoidImmediateRepeat can skip it.
    var LastSpawnedIndex : int = -1

    OnBegin<override>()<suspends> : void =
        if (PropPalette.Length <= 0):
            Logger.Print("PropPalette is empty — nothing to spawn.", ?Level := log_level.Warning)
            return
        if (SpawnPoints.Length <= 0):
            Logger.Print("SpawnPoints is empty — nowhere to spawn.", ?Level := log_level.Warning)
            return
        SpawnLoop()

    # Waits a random cooldown, spawns one random prop, then repeats forever.
    SpawnLoop<private>()<suspends> : void =
        loop:
            Wait := GetRandomFloat(CooldownMin, CooldownMax)
            Sleep(Wait)
            SpawnOneRandomProp()

    SpawnOneRandomProp<private>() : void =
        AssetIndex := PickAssetIndex()
        # Choose a random spawn point. GetRandomInt is inclusive on both ends.
        PointIndex := GetRandomInt(0, SpawnPoints.Length - 1)
        if:
            Asset := PropPalette[AssetIndex]
            Point := SpawnPoints[PointIndex]
        then:
            Transform := Point.GetTransform()
            Result := SpawnProp(Asset, Transform.Translation, Transform.Rotation)
            if (Spawned := Result(0)?):
                set LastSpawnedIndex = AssetIndex
                Logger.Print("Spawned prop {AssetIndex} at point {PointIndex}.")
            else:
                Logger.Print("SpawnProp failed for asset {AssetIndex}.", ?Level := log_level.Warning)

    # Pick the palette index to spawn. When AvoidImmediateRepeat is on and we
    # have a choice, re-roll until we land on a different index than last time.
    PickAssetIndex<private>() : int =
        if (PropPalette.Length <= 1 or not AvoidImmediateRepeat?):
            return GetRandomInt(0, PropPalette.Length - 1)
        # Add a random 1..N-1 offset to the last index and wrap. This guarantees
        # a different index without an unbounded re-roll loop.
        Offset := GetRandomInt(1, PropPalette.Length - 1)
        Candidate := LastSpawnedIndex + Offset
        if (Wrapped := Mod[Candidate, PropPalette.Length]):
            return Wrapped
        return GetRandomInt(0, PropPalette.Length - 1)

Comments

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    📄
    Source
    Bizanator
    Biloxi Studios
    BizaNator @Bizanator
    MIT

    © Biloxi Studios Inc. — original Verse Island content.

    Sources & licensing
    Tags
    spawning props random device
    Verse code
    Compiles · verified Jun 25, 2026
    Sign in to download .verse

    Copy-paste the code above is always free.

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