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 › Cinematics
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

Relic Royale Island Template

Module — 4 files
These files compile together (same module folder).
spawn_location_randomizer_device.verse
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Playspaces }
using { /Verse.org/Simulation }
using { /Verse.org/Random }
using { /UnrealEngine.com/Temporary }
using { /UnrealEngine.com/Temporary/Diagnostics }

spawn_location_randomizer_log:=class(log_channel){}

spawn_location_randomizer_device := class(creative_device):
    Logger:log = log{Channel:=spawn_location_randomizer_log}

    @editable
    IntroSequence:cinematic_sequence_device = cinematic_sequence_device{}

    @editable
    FirstSpawnTimer:timer_device = timer_device{}

    @editable
    ASelector:class_and_team_selector_device = class_and_team_selector_device{}

    @editable
    BTracker:tracker_device = tracker_device{}

    @editable
    BDescription:hud_message_device = hud_message_device{}

    @editable
    GameStartAnnouncer:hud_message_device = hud_message_device{}

    # ItemReturnedEvent does not currently fire correctly in Verse code,
    # so I'm using a Trigger to act as a Proxy for that Event in UEFN
    @editable
    ItemReturnedTrigger:trigger_device = trigger_device{}

    @editable
    SpawnedAnnouncer:hud_message_device = hud_message_device{}

    @editable
    SpawnLocations:[]spawn_location = array{}

    @editable
    ChosenMarker<public> : chosen_marker = chosen_marker{}

    var ActiveSpawnLocation:spawn_location = spawn_location{}

    OnBegin<override>()<suspends>:void=
        ChosenMarker.Unfollow()
        EnableAllSpawnLocations()

        FirstSpawnTimer.SuccessEvent.Subscribe(OnFirstSpawnTimerSuccess)
        IntroSequence.StoppedEvent.Subscribe(OnIntroSequenceStopped)
        ItemReturnedTrigger.TriggeredEvent.Subscribe(OnItemReturned)

        for(SpawnLocation : SpawnLocations):
            SpawnLocation.Spawner.ItemPickedUpEvent.Subscribe(OnItemPickedUp)
            SpawnLocation.Spawner.ItemDroppedEvent.Subscribe(OnItemDropped)

        # We need to sleep before putting players in statis in OnBegin
        Sleep(0.1)
        FreezeAllPlayers()

    OnIntroSequenceStopped<private>():void=
        DisableAllSpawnLocations()
        UnfreezeAllPlayers()
        FirstSpawnTimer.Start()
        GameStartAnnouncer.Show()

    OnFirstSpawnTimerSuccess<private>(Agent : ?agent):void =
        EnableRandomSpawner()

    OnItemPickedUp<private>(Agent : agent):void=
        ActiveSpawnLocation.DisableAudioVisuals()
        BTracker.SetDescriptionText(PickedUpTrackerMessage())
        BDescription.Hide()
        BDescription.SetText(PickedUpTrackerMessage())
        BDescription.Show()
        ASelector.ChangeTeam(Agent)

        spawn { ChosenMarker.Follow(Agent) }

    OnItemDropped<private>(Agent : agent):void=
        ChosenMarker.Unfollow()
        EliminatePlayer(Agent)
        BTracker.SetDescriptionText(DroppedTrackerMessage())
        BDescription.Hide()
        BDescription.SetText(DroppedTrackerMessage())
        BDescription.Show()
    
    OnItemReturned<private>(Agent : ?agent):void=
        ChosenMarker.Unfollow()
        EnableRandomSpawner()

    EnableRandomSpawner<private>():void=
        RandomIndex := GetRandomInt(0, SpawnLocations.Length - 1)

        for(Index := 0..SpawnLocations.Length - 1):
            if(SpawnLocation := SpawnLocations[Index]):
                if (Index = RandomIndex):
                    SpawnLocation.Enable()
                    BTracker.SetDescriptionText(TrackerMessage(SpawnLocation.Name))
                    BDescription.Hide()
                    BDescription.SetText(TrackerMessage(SpawnLocation.Name))
                    BDescription.Show()
                    SpawnedAnnouncer.SetText(SpawnedMessage(SpawnLocation.Name))
                    SpawnedAnnouncer.Show()
                    set ActiveSpawnLocation = SpawnLocation
                else:
                    SpawnLocation.Disable()

    EnableAllSpawnLocations<private>():void=
        for(SpawnLocation : SpawnLocations):
            SpawnLocation.Enable()

    DisableAllSpawnLocations<private>():void=
        for(SpawnLocation : SpawnLocations):
            SpawnLocation.Disable()

    EliminatePlayer<private>(Agent :agent):void=
        if (FortniteCharacter:= Agent.GetFortCharacter[]):
            FortniteCharacter.Damage(999.0)

    FreezeAllPlayers<private>():void=
        for (Player : GetPlayspace().GetPlayers()):
            if (Character := Player.GetFortCharacter[]):
                Character.PutInStasis(stasis_args{})
                Character.Hide()

    UnfreezeAllPlayers<private>():void=
        for (Player : GetPlayspace().GetPlayers()):
            if (Character := Player.GetFortCharacter[]):
                Character.ReleaseFromStasis()
                Character.Show()
spawn_location.verse
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }

spawn_location := class<concrete>:
    @editable
    Name:string = "Location Name"

    @editable
    Spawner:capture_item_spawner_device = capture_item_spawner_device{}

    @editable
    Beacon:beacon_device = beacon_device{}

    @editable
    Indicator:map_indicator_device = map_indicator_device{}

    @editable
    Audio:audio_player_device = audio_player_device{}

    Enable():void=
        Spawner.Enable()
        Beacon.Enable()
        Indicator.Enable()
        Audio.Play()

    Disable():void=
        Spawner.Disable()
        Beacon.Disable()
        Indicator.Disable()
        Audio.Stop()

    DisableAudioVisuals():void=
        Beacon.Disable()
        Indicator.Disable()
        Audio.Stop()
file_3.verse
SpawnedMessage<localizes>(Location:string):message=
     "The Relic has spawned {Location}!"

TrackerMessage<localizes>(Location:string):message= 
    "Claim the Relic located {Location}!"

DroppedTrackerMessage<localizes>():message= 
    "Claim the dropped Relic before someone else does!"

PickedUpTrackerMessage<localizes>():message=
    "Find and eliminate the Chosen One to claim the Relic!"
chosen_marker.verse
using { /Fortnite.com/Characters }
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/SpatialMath }

chosen_marker := class<concrete>:
    @editable
    RootProp : creative_prop = creative_prop{}
   
    @editable
    MapIndicator : map_indicator_device = map_indicator_device{}

    @editable
    Beacon:beacon_device = beacon_device{}

    @editable
    Audio:audio_player_device = audio_player_device{}

    @editable
    Delay:float = 1.0

    var ChosenAgent : ?agent = false

    Follow(Agent: agent)<suspends>:void=
        set ChosenAgent = option { Agent }

        # Move marker to the initial Agent location before turning it on
        if (TargetAgent := ChosenAgent?):
            if (Location := TargetAgent.GetFortCharacter[].GetTransform()):
                PlaceMarker(Location)
                Enable()
                Sleep(Delay)

        loop:
            if (TargetAgent := ChosenAgent?):
                if (Location := TargetAgent.GetFortCharacter[].GetTransform()):
                    MoveMarker(Location)
                    Sleep(Delay)
            else:
                break

    Unfollow():void=
        set ChosenAgent = false
        Disable()

    Enable<private>():void=
        MapIndicator.Enable()
        Beacon.Enable()
        Audio.Play()

    Disable<private>():void=
        MapIndicator.Disable()
        Beacon.Disable()
        Audio.Stop()

    PlaceMarker<private>(Transform : transform)<suspends> : void =
        if:
            RootProp.TeleportTo[Transform.Translation, Transform.Rotation]
    
    MoveMarker<private>(Transform : transform)<suspends> : void =
        RootProp.MoveTo(Transform.Translation, Transform.Rotation, Delay / 2.0)
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 (4 files)
    Build failed · 7 errors

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

    Keep exploring
    More in Verse Language · 95 of 106
    Prev
    fortnite my verse helper reference
    Next
    fortnite debug log window
    Related topics
    • Fortnite Item Granter Randomizer Pro Items
    • Fortnite Spawn Creative Prop Collection Spawning
    • Fortnite Number Guesser Game Verse Language
    • Fortnite Pillars Random Items Verse Items
    • Fortnite Portable Chest Item Items

    Related

    Open in graph →

    Related topics

    • Fortnite Item Granter Randomizer Pro
    • Fortnite Spawn Creative Prop Collection
    • Fortnite Number Guesser Game
    • Fortnite Pillars Random Items Verse
    • Fortnite Portable Chest Item
    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