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Random Sequence Player

Random Sequence Player

Plays cinematic sequences in a random order on a randomized cooldown, avoiding immediate repeats — great for non-repetitive ambient events.

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

# Random Sequence Player — Biloxi Studios Inc.
#
# Plays cinematic sequences in a random order on a randomized cooldown, optionally
# avoiding back-to-back repeats. Useful for ambient set-dressing: idle animations,
# environmental events, background cinematics that should feel non-repetitive.
#
# Teaches: a recursive self-rescheduling <suspends> function, GetRandomInt /
# GetRandomFloat, Mod-based index wrapping to skip the last-played item, and safe
# array indexing inside a failure context.
#
# Setup: fill Sequences with cinematic_sequence_device references.

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

log_random_sequence_player := class(log_channel){}

random_sequence_player := class<concrete>(creative_device):

    Logger : log = log{Channel := log_random_sequence_player}

    # The sequences to choose between.
    @editable
    Sequences : []cinematic_sequence_device = array{}

    # Random wait (seconds) before playing each sequence.
    @editable
    CooldownMin : float = 30.0
    @editable
    CooldownMax : float = 90.0

    # When true and there is more than one sequence, never replay the one that
    # just finished.
    @editable
    AvoidImmediateRepeat : logic = true

    OnBegin<override>()<suspends> : void =
        if (Sequences.Length <= 0):
            Logger.Print("No Sequences configured.", ?Level := log_level.Warning)
            return
        # Kick off the loop with a random starting sequence.
        PlayAfterCooldown(GetRandomInt(0, Sequences.Length - 1))

    # Wait a random cooldown, play the sequence at Index, then schedule the next.
    PlayAfterCooldown<private>(Index : int)<suspends> : void =
        Sleep(GetRandomFloat(CooldownMin, CooldownMax))
        if (Sequence := Sequences[Index]):
            Sequence.Play()
            Logger.Print("Playing sequence {Index}.")
        PlayAfterCooldown(NextIndex(Index))

    # Decide the next index: a fresh uniform pick, or — when avoiding repeats —
    # the current index plus a random non-zero offset, wrapped into range.
    NextIndex<private>(LastIndex : int) : int =
        if (Sequences.Length > 1 and AvoidImmediateRepeat?):
            Offset := GetRandomInt(1, Sequences.Length - 1)
            if (Wrapped := Mod[LastIndex + Offset, Sequences.Length]):
                return Wrapped
        return GetRandomInt(0, Sequences.Length - 1)

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    📄
    Source
    Bizanator
    Biloxi Studios
    BizaNator @Bizanator
    MIT

    © Biloxi Studios Inc. — original Verse Island content.

    Sources & licensing
    Tags
    cinematics random sequencer device
    Verse code
    Compiles · verified Jun 25, 2026
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    Copy-paste the code above is always free.

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