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Linked List Device

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  • using { /Fortnite.com/Devices }
    using { /Verse.org/Simulation }
    using { /UnrealEngine.com/Temporary/Diagnostics }
    delay_trigger_link := class(linked):
        @editable
        DelaySeconds:float = 1.0
        @editable
        Trigger:trigger_device = trigger_device{}
        Activate<override>():void=
            if(DelaySeconds=0.0):
                Print("Delay bypassed.")
                if(not Root?):
                    Trigger.Trigger()
                (super:)Activate()
            else:
                spawn. DelayedActivation()
        DelayedActivation()<suspends>:void=
            Sleep(DelaySeconds)
            #do something
            if(not Root?):
                Trigger.Trigger()
            if(LinkedNext:=linked[Next]):
                LinkedNext.Activate()
        Triggered(A:?agent):void=
            Activate()
        OnBegin<override>()<suspends>:void=
            if(Root?):
                Trigger.TriggeredEvent.Subscribe(Triggered)
    delay_link := class(linked):
        @editable
        DelaySeconds:float = 1.0
        Activate<override>():void=
            if(DelaySeconds=0.0):
                #do something
                (super:)Activate()
            else:
                spawn. DelayedActivation()
        DelayedActivation()<suspends>:void=
            Sleep(DelaySeconds)
            #do the thing again
            if(LinkedNext:=linked[Next]):
                LinkedNext.Activate()
    trigger_link := class(linked):
        @editable
        Trigger:trigger_device = trigger_device{}
        Activate<override>():void=
            if(not Root?):
                Trigger.Trigger()
            (super:)Activate()
        Triggered(A:?agent):void=
            Activate()
        OnBegin<override>()<suspends>:void=
            if(Root?):
                Trigger.TriggeredEvent.Subscribe(Triggered)
    linked := class(creative_device):
        @editable
        Root:logic = false
        @editable
        Next:creative_device = creative_device{}
        Activate<public>():void=
            #do something
            if(LinkedNext:=linked[Next]):
                LinkedNext.Activate()
        OnBegin<override>()<suspends>:void=
            if(Root?):
                Activate()
    

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Epic Games documentation

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Last updated 2026-07-26T12:49:29.010080+00:00

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