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 › Devices
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

In-Game Clock Display

Module — 2 files
These files compile together (same module folder).
countup_timer.verse
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/UI }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Verse.org/Simulation }
using { /Fortnite.com/UI }
using { /Verse.org/Colors/NamedColors }

StringToMessage<localizes>(value:int, value2:int, value3:int) : message = "{value}:{value2}:{value3}"
StringToMessageZero<localizes>(value:int, value2:int, value3:int) : message = "0{value}:0{value2}:0{value3}"
StringToMessageZeroS<localizes>(value:int, value2:int, value3:int) : message = "0{value}:{value2}:0{value3}"
StringToMessageZeroM<localizes>(value:int, value2:int, value3:int) : message = "0{value}:0{value2}:{value3}"

MakeCountupTimer<constructor><public>(InPlayer : agent) := countup_timer:
    ElapsedTime := 0.0
    MaybePlayerUI := option{GetPlayerUI[player[InPlayer]]} 

countup_timer := class:
    block:
        set Canvas = canvas:
            Slots := array:
                canvas_slot:
                    Anchors := anchors:
                        Minimum := vector2{X := 0.5, Y := 0.05}
                        Maximum := vector2{X := 0.0, Y := 0.0}
                    Alignment := vector2{X := 0.0, Y := 0.0 }
                    Offsets := margin{Top := 0.0, Left := 0.0, Bottom := 0.0, Right := 0.0}
                    SizeToContent := true
                    Widget := ElapsedTimeTextBlock 

    CountdownEndedEvent<public> : event(float) = event(float){}

    StartCountdown<public>() : void =
        if (PlayerUI := MaybePlayerUI?):
            PlayerUI.AddWidget(Canvas)
            UpdateUI()
            spawn:
                RunCountdown()

    MaybePlayerUI<internal> : ?player_ui = false
    var ElapsedTime<internal> : float = 0.0
    ElapsedTimeTextBlock<private> : text_block = text_block{}
    ElapsedTimeText<localizes><private>(CurrentElapsedTime : int) : message = "{CurrentElapsedTime}"
    var Canvas<private> : canvas = canvas{}
    TimerTickPeriod<private> : float = 1.0
    
    RunCountdown<private>()<suspends> : void =
        ElapsedTimeTextBlock.SetTextColor(White)
        loop:
            Sleep(TimerTickPeriod)
            set ElapsedTime += TimerTickPeriod
            UpdateUI()

    
    UpdateUI<private>() : void =
        if (IntTime := Int[ElapsedTime]):
            var seconds : int = IntTime
            var minutes : int = 0
            loop:
                if (seconds < 60):
                    break
                set seconds -= 60
                set minutes += 1
            var hours : int = 0
            loop:
                if (minutes < 60):
                    break
                set minutes -= 60
                set hours += 1
           if (seconds > 9 and minutes > 9):
                ElapsedTimeTextBlock.SetText(StringToMessage(hours,minutes,seconds))
           else if (seconds > 9 and minutes < 9):
                ElapsedTimeTextBlock.SetText(StringToMessageZeroM(hours,minutes,seconds))
           else if (seconds < 9 and minutes > 9):
                ElapsedTimeTextBlock.SetText(StringToMessageZeroS(hours,minutes,seconds))
           else:
                ElapsedTimeTextBlock.SetText(StringToMessageZero(hours,minutes,seconds))
countup_timer_example.verse
using { /Verse.org/Simulation }
using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/UI }

countup_timer_example := class(creative_device):

    var CountupTimer : countup_timer = countup_timer{}

    OnBegin<override>()<suspends> : void =
        if:
            FirstPlayer := Self.GetPlayspace().GetPlayers()[0]
            PlayerUI := GetPlayerUI[player[FirstPlayer]]
        then:
            set CountupTimer = countup_timer{MaybePlayerUI := option{PlayerUI}}
        
            CountupTimer.StartCountdown()
Sign in to download module

Copy-paste each file above is always free.

Comments

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

    Created by a member of the Epic Games community. Rights remain with the original author, under Epic's community content terms. Terms ↗

    View original Sources & licensing
    Request removal
    Last updated Jun 23, 2026
    Verse module (2 files)
    Build failed · 1 error

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

    Keep exploring
    More in Verse Language · 80 of 106
    Prev
    fortnite adding verse to your creative toolbelt unreal fest 2023
    Next
    fortnite mini golf verse code
    Related topics
    • Fortnite Simple Time Converters Verse Language
    • Fortnite Tick Rate Graph Device Devices
    • Equip Furniture Props In Fortnite Creative Building & Props
    • Fortnite Height Meter For Onlyup Style Maps Verse Language
    • Fortnite Real Time Api Beta Verse Language

    Related

    Open in graph →

    Related topics

    • Fortnite Simple Time Converters
    • Fortnite Tick Rate Graph Device
    • Equip Furniture Props In Fortnite Creative
    • Fortnite Height Meter For Onlyup Style Maps
    • Fortnite Real Time Api Beta
    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