VerseIsland
Feed Learn Leaderboard Guides Reference Explore Search Docs Verse Library
Sign in
Feed Learn 📖 Codex Leaderboard Guides Reference Explore Search Docs Verse Library
Verse Library › Building & Props
Browse Verse Library

Library

Devices 634
  • Devices171
  • Triggers & Logic118
  • UI & HUD40
  • Audio39
  • Items & Inventory29
  • Events27
  • Scoring & Objectives25
  • Spawning19
  • Classes & Interfaces18
  • Game Modes17
  • Props & Meshes14
  • Variables & Mutability12
  • Player Management11
  • Modules & Structure10
  • Round Flow8
  • Animation6
  • Concurrency6
  • Functions6
  • Getting Started6
  • Teams & Classes6
  • NPCs & AI5
  • Tutorials5
  • VFX & Particles5
  • Arrays & Maps4
  • Cameras4
  • Debugging4
  • Control Flow3
  • Cinematics2
  • Other2
  • Persistence2
  • Scene Graph2
  • Structs & Enums2
  • Building1
  • Physics1
  • Publishing & Islands1
  • Syntax & Types1
  • Vehicles1
  • Weapons1
Verse Language 257
  • Control Flow35
  • Functions26
  • Arrays & Maps25
  • Classes & Interfaces22
  • Variables & Mutability22
  • Concurrency21
  • Syntax & Types18
  • Modules & Structure12
  • Debugging8
  • Devices8
  • Events7
  • Player Management6
  • Structs & Enums6
  • Triggers & Logic6
  • Game Modes5
  • Failure & Options4
  • Scene Graph4
  • UI & HUD4
  • Getting Started3
  • Round Flow3
  • Spawning3
  • VFX & Particles3
  • Reference2
  • Animation1
  • Best Practices1
  • Other1
  • Props & Meshes1
Materials/VFX 154
  • Triggers & Logic27
  • UI & HUD17
  • Devices16
  • VFX & Particles14
  • Props & Meshes11
  • Scoring & Objectives9
  • Game Modes7
  • Items & Inventory7
  • Functions6
  • Arrays & Maps5
  • Animation3
  • Cinematics3
  • Classes & Interfaces3
  • Control Flow3
  • Events3
  • Modules & Structure3
  • Round Flow3
  • Spawning3
  • Getting Started2
  • Scene Graph2
  • Variables & Mutability2
  • Concurrency1
  • Persistence1
  • Player Management1
  • Structs & Enums1
  • Syntax & Types1
General 153
  • Devices22
  • Events20
  • Triggers & Logic20
  • Classes & Interfaces10
  • Variables & Mutability8
  • Round Flow6
  • Scoring & Objectives6
  • UI & HUD6
  • Functions5
  • Player Management5
  • Game Modes4
  • Getting Started4
  • Props & Meshes4
  • Control Flow3
  • Syntax & Types3
  • VFX & Particles3
  • Arrays & Maps2
  • Best Practices2
  • NPCs & AI2
  • Other2
  • Physics2
  • Scene Graph2
  • Spawning2
  • Structs & Enums2
  • Tutorials2
  • Building1
  • Cameras1
  • Cinematics1
  • Failure & Options1
  • Items & Inventory1
  • Teams & Classes1
Player 133
  • Player Management22
  • Teams & Classes19
  • Classes & Interfaces12
  • Devices11
  • Events9
  • Persistence7
  • Triggers & Logic7
  • Arrays & Maps6
  • Functions4
  • Game Modes4
  • Items & Inventory4
  • Round Flow4
  • Debugging3
  • Getting Started3
  • Modules & Structure3
  • Concurrency2
  • Control Flow2
  • Scoring & Objectives2
  • Spawning2
  • Structs & Enums2
  • Physics1
  • Props & Meshes1
  • UI & HUD1
  • Variables & Mutability1
  • Weapons1
Building & Props 131
  • Variables & Mutability15
  • Props & Meshes14
  • Triggers & Logic12
  • Classes & Interfaces10
  • Devices10
  • UI & HUD10
  • Events7
  • Teams & Classes7
  • Animation5
  • Building5
  • Functions5
  • VFX & Particles5
  • Structs & Enums4
  • Control Flow3
  • Game Modes3
  • Items & Inventory3
  • Round Flow3
  • Scene Graph3
  • Arrays & Maps2
  • Concurrency2
  • Reference2
  • Modules & Structure1
NPCs & AI 76
  • NPCs & AI35
  • Spawning7
  • Animation5
  • Variables & Mutability5
  • Classes & Interfaces3
  • Debugging3
  • UI & HUD3
  • Audio2
  • Concurrency2
  • Game Modes2
  • Props & Meshes2
  • Triggers & Logic2
  • Devices1
  • Functions1
  • Getting Started1
  • Reference1
  • VFX & Particles1
Spawning 73
  • Spawning31
  • Events7
  • Concurrency6
  • Player Management6
  • Vehicles5
  • Props & Meshes4
  • Devices3
  • Scene Graph3
  • Items & Inventory2
  • Teams & Classes2
  • Control Flow1
  • Publishing & Islands1
  • Reference1
  • Scoring & Objectives1
Cinematics 71
  • Cameras19
  • Cinematics15
  • Devices11
  • Audio5
  • Animation4
  • Triggers & Logic4
  • Functions2
  • Game Modes2
  • UI & HUD2
  • Classes & Interfaces1
  • Concurrency1
  • Control Flow1
  • Items & Inventory1
  • Modules & Structure1
  • Scene Graph1
  • Templates1
UI 57
  • UI & HUD35
  • Devices5
  • Scoring & Objectives4
  • Classes & Interfaces3
  • Round Flow2
  • Scene Graph2
  • Arrays & Maps1
  • Props & Meshes1
  • Structs & Enums1
  • Templates1
  • Triggers & Logic1
  • Variables & Mutability1
Scene Graph 40
  • Scene Graph9
  • Items & Inventory8
  • Classes & Interfaces3
  • Events3
  • Props & Meshes3
  • Functions2
  • Arrays & Maps1
  • Building1
  • Control Flow1
  • Debugging1
  • Modules & Structure1
  • Player Management1
  • Reference1
  • Structs & Enums1
  • Syntax & Types1
  • Triggers & Logic1
  • UI & HUD1
  • VFX & Particles1
Vehicles 38
  • Spawning11
  • Devices7
  • Vehicles7
  • Props & Meshes4
  • Functions2
  • Game Modes2
  • Failure & Options1
  • Items & Inventory1
  • Reference1
  • Teams & Classes1
  • Tutorials1
Tutorials 37
  • Game Modes6
  • Triggers & Logic5
  • Classes & Interfaces4
  • Events4
  • Props & Meshes3
  • Building2
  • Devices2
  • Items & Inventory2
  • Scoring & Objectives2
  • Animation1
  • Arrays & Maps1
  • Cameras1
  • Concurrency1
  • Physics1
  • Player Management1
  • Structs & Enums1
Weapons 30
  • Game Modes6
  • Weapons6
  • Devices5
  • Items & Inventory3
  • Scoring & Objectives3
  • Spawning2
  • Teams & Classes2
  • Best Practices1
  • Functions1
  • Triggers & Logic1
Items 28
  • Items & Inventory23
  • Devices2
  • Triggers & Logic2
  • Spawning1
Assets 20
  • Modules & Structure6
  • Arrays & Maps3
  • Functions3
  • Scene Graph2
  • Best Practices1
  • Devices1
  • Events1
  • Failure & Options1
  • Physics1
  • Variables & Mutability1
Animation 19
  • Animation10
  • Variables & Mutability4
  • Devices1
  • Player Management1
  • Props & Meshes1
  • Scene Graph1
  • Syntax & Types1
Release Notes 17
  • Classes & Interfaces5
  • Modules & Structure3
  • Concurrency2
  • Control Flow2
  • Variables & Mutability2
  • Debugging1
  • Devices1
  • Items & Inventory1
Input & Controls 16
  • Functions4
  • UI & HUD3
  • Control Flow2
  • Animation1
  • Arrays & Maps1
  • Cinematics1
  • Debugging1
  • Devices1
  • Events1
  • Items & Inventory1
Publishing 8
  • Control Flow5
  • Arrays & Maps1
  • Devices1
  • Syntax & Types1
Audio 7
  • Audio5
  • UI & HUD2
Landscape 7
  • Other4
  • VFX & Particles2
  • Scene Graph1
Persistence 6
  • Structs & Enums2
  • Items & Inventory1
  • Persistence1
  • Publishing & Islands1
  • Variables & Mutability1
Physics 5
  • Functions2
  • Classes & Interfaces1
  • Devices1
  • Syntax & Types1
Creator Economy 3
  • Publishing & Islands2
  • Modules & Structure1
Discovery 3
  • Devices1
  • NPCs & AI1
  • Structs & Enums1
Editor & Project 3
  • Other1
  • Props & Meshes1
  • Tutorials1

Procedural Building Integer Vector

Procedural Building — Integer Vector (vector3i)

A clean, self-contained struct<computes><concrete> for integer-grid math: an X/Y/Z vector3i with overloaded +, -, scalar *, equality, and conversion helpers. The foundation the Procedural Building template builds its voxel grid on. Teaches <computes> (pure) functions, operator overloading, and concrete structs.

From the Procedural Building Template Epic starter project (SampleVerse/ProceduralBuilding/vector3i.verse). Epic Games reference Verse, shown for study.

using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }

# 3-dimensional vector with `int` components
vector3i<public> := struct<computes><concrete>:
    @editable
    X<public>:int = 0

    @editable
    Y<public>:int = 0

    @editable
    Z<public>:int = 0


ZeroVector3i:vector3i := vector3i{X:=0, Y:=0, Z:=0}

MakeVector3i<public>(InX:int, InY:int, InZ:int)<computes>:vector3i=
    vector3i{X:=InX, Y:=InY, Z:=InZ}

operator'+'<public>(A:vector3i, B:vector3i)<computes>:vector3i=
    vector3i{X:=A.X + B.X, Y:=A.Y + B.Y, Z:=A.Z + B.Z}

operator'-'<public>(A:vector3i, B:vector3i)<computes>:vector3i=
    vector3i{X:=A.X - B.X, Y:=A.Y - B.Y, Z:=A.Z - B.Z}

operator'*'<public>(A:vector3i, B:int)<computes>:vector3i=
    vector3i{X:=A.X * B, Y:=A.Y * B, Z:=A.Z * B}

operator'*'<public>(A:vector3i, B:float)<computes>:vector3=
    vector3{X:=A.X * B, Y:=A.Y * B, Z:=A.Z * B}

operator'*'<public>(A:vector3i, B:vector3)<computes>:vector3=
    vector3{X:=A.X * B.X, Y:=A.Y * B.Y, Z:=A.Z * B.Z}

operator'*'<public>(A:vector3, B:vector3i)<computes>:vector3=
    vector3{X:=A.X * B.X, Y:=A.Y * B.Y, Z:=A.Z * B.Z}

Min<public>(A:vector3i, B:vector3i)<computes>:vector3i=
    vector3i{X:= Min(A.X, B.X), Y:= Min(A.Y, B.Y), Z:= Min(A.Z, B.Z)}

Max<public>(A:vector3i, B:vector3i)<computes>:vector3i=
    vector3i{X:= Max(A.X, B.X), Y:= Max(A.Y, B.Y), Z:= Max(A.Z, B.Z)}

ToString(Vec:vector3i)<computes>:string=
    "{Vec.X},{Vec.Y},{Vec.Z}"

(Vec:vector3i).Equals(A:vector3i)<computes><decides>:void=
    Vec.X = A.X and Vec.Y = A.Y and Vec.Z = A.Z


RandomIntFromVector(Vec:vector3i, RandMax:int, Primes:tuple(int,int,int,int)):int=
    var Result:int = 0
    set Result = (Vec.X*Primes(0)) + (Vec.Y*Primes(1)) + (Vec.Z*Primes(2))
    if(TempResult := Mod[Result, Primes(3)]):
        set Result = TempResult
    if(TempResult := Mod[Result, RandMax+1]):
        set Result = TempResult
    return Result

Comments

    Sign in to vote, comment, or suggest an edit. Sign in
    📄
    Source
    @Y
    Epic Games
    @Y

    © Epic Games. From an official Epic Games starter project / UEFN sample, shown here as reference for study with a link to Epic's docs. All rights remain with Epic Games — this is not Verse Island original work. Terms ↗

    View original Sources & licensing
    Request removal
    Tags
    epic-sample epic reference procedural-building struct operators math
    Verse code
    Not yet compile-verified
    Sign in to download .verse

    Copy-paste the code above is always free.

    Keep exploring
    More in Building & Props · 4 of 6
    Prev
    fortnite minecraft styled building mechanic
    Next
    fortnite how to make a prop follow a path
    Related topics
    • Procedural Building Template In Unreal Editor For Fortnite Building & Props
    • Fortnite Get Random Vector3 Verse Language
    • Fortnite Procedural Generator Device Devices
    • Vector7dmr Br Ch7s2 Epic Weapons
    • Unreal Editor For Fortnite Starter Templates Tutorials

    Related

    Open in graph →

    Related topics

    • Procedural Building Template In Unreal Editor For Fortnite
    • Fortnite Get Random Vector3
    • Fortnite Procedural Generator Device
    • Vector7dmr Br Ch7s2 Epic
    • Unreal Editor For Fortnite Starter Templates
    VerseIsland · an archipelago of Verse & UEFN knowledge
    🗺️ Island atlas Learn Guides History About & Press Sources & Licensing Status

    Not affiliated with Epic Games. Fortnite, UEFN, Unreal Engine, and Verse are trademarks of Epic Games, Inc. Content is attributed to its source — see Sources & Licensing.

    🦜

    Scout · your island guide

    The Isle of Verse