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Devices 634
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  • Spawning19
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  • Tutorials5
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  • Cameras4
  • Debugging4
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Verse Language 257
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  • Player Management6
  • Structs & Enums6
  • Triggers & Logic6
  • Game Modes5
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  • 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
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  • 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
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  • Functions2
  • Arrays & Maps1
  • Building1
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  • Reference1
  • Structs & Enums1
  • Syntax & Types1
  • Triggers & Logic1
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  • 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
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  • Building2
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  • 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

Verse Snippets Module

Verse Snippets Module

A 2-file Verse module from Stapcyborg/paradox-kit (verse-snippets/), by Stapcyborg, under the MIT license. The files compile together as a module. Compile-checked and ready to adapt for UEFN.

gravity_cycle_device.verse

Module — 2 files
These files compile together (same module folder).
cycle_device.verse
using { /Fortnite.com/Devices }        # mutator_zone_device / hud_message_device
using { /Verse.org/Simulation }

cycle_device := class(creative_device):

    IntroTime    : float = 20.0        # 通常重力
    CombatTime   : float = 90.0        # 戦闘
    CooldownTime : float = 30.0        # 休憩

    ## ゾーン & HUD を @editable でアサイン
    @editable LowGZone     : mutator_zone_device = mutator_zone_device{}
    @editable NoFireZone   : mutator_zone_device = mutator_zone_device{}
    @editable HudShift     : hud_message_device = hud_message_device{}
    @editable HudCombat    : hud_message_device = hud_message_device{}
    @editable HudCooldown  : hud_message_device = hud_message_device{}

    ## ゲーム開始 ----------------------------------------------------------
    OnBegin<override>()<suspends> : void =
        LowGZone.Disable()
        NoFireZone.Disable()

        Sleep(IntroTime)                    # 0–20 s 通常重力
        HudShift.Show()                     # 「GRAVITY SHIFT!」
        Sleep(2.0)
        HudShift.Hide()
        LowGZone.Enable()                   # 低重力 ON

        CombatLoop()                        # 90/30 ループへ

    ## 90 s Combat ↔ 30 s Cooldown ループ ------------------------------------
    CombatLoop()<suspends> : void =
        loop:
            # --- Combat 90 s ---
            NoFireZone.Disable()            # 射撃許可
            HudCombat.Show()
            Sleep(2.0)
            HudCombat.Hide()
            Sleep(CombatTime)

            # --- Cooldown 30 s ---
            NoFireZone.Enable()             # 射撃禁止
            HudCooldown.Show()
            Sleep(2.0)
            HudCooldown.Hide()
            Sleep(CooldownTime)
intro_effects_device.verse
using { /Fortnite.com/Devices }      # Post-Process & Audio Player 両方ともここ
using { /Verse.org/Simulation }

intro_effects_device := class(creative_device):

    # 20 秒後に演出トリガ
    @editable
    IntroDelay : float = 22.0

    # 紫色にするポストプロセスデバイス
    @editable
    DayPurple  : post_process_device = post_process_device{}

    # 雷鳴を鳴らすオーディオプレーヤー
    @editable
    ThunderSFX : audio_player_device = audio_player_device{}

    OnBegin<override>()<suspends> : void =
        # ゲーム開始時は念のため両方 OFF
        DayPurple.Disable()
        ThunderSFX.Stop()

        Sleep(IntroDelay)          # 0-20 秒:通常空/無音

        # 20 秒目に演出発動(戻さなくて可)
        DayPurple.Enable()         # 空を紫へ固定
        ThunderSFX.Play()          # 雷鳴1回再生
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    📄
    Source
    Stapcyborg
    Stapcyborg/paradox-kit
    Stapcyborg
    MIT

    From a public GitHub repository under its own permissive license. Rights remain with the original author; the license link below governs reuse. Shown here with attribution and a link to the source.

    View original Sources & licensing
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    Tags
    github harvested module mit
    Verse module (2 files)
    Compiles · verified Jun 25, 2026

    Download the full module (zip) from the code panel above.

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