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Custom Fiend Device

using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Fortnite.com/Game }
# ██╗     ██╗    ██╗   ██╗██╗███████╗██╗   ██╗ █████╗ ██╗     
# ██║     ██║    ██║   ██║██║██╔════╝██║   ██║██╔══██╗██║     
# ██║     ██║    ██║   ██║██║███████╗██║   ██║███████║██║     
# ██║     ██║    ╚██╗ ██╔╝██║╚════██║██║   ██║██╔══██║██║     
# ███████╗███████╗╚████╔╝ ██║███████║╚██████╔╝██║  ██║███████╗
# ╚══════╝╚══════╝ ╚═══╝  ╚═╝╚══════╝ ╚═════╝ ╚═╝  ╚═╝╚══════╝
#VERSE SCRIPT
#Author: Logan Lewis
#Follow me on Twitter.com/X.com @LL_Visuals
#Discord: llvisual
#A device that replaces the Fortnite "Fiends" with a custom skeletal mesh of choice

#TO-DO: Drag yor "CustomFiend" Verse device into your level, then inside the details panel, add your Prop and CreatureSpawner
                                                            
CustomFiend := class(creative_device):
    #Needs to be initialized as an asset, so that SpawnProp can work, can/will be changed into a creative_prop later
    @editable Prop : creative_prop_asset = DefaultCreativePropAsset 
    @editable CreatureSpawner : creature_spawner_device = creature_spawner_device {} 
    OnBegin<override>()<suspends>:void=
        #Subscribing to the creature_spawner_device SpawnedEvent, calling for FiendSpawned Function and sending the agent that spawned          
        CreatureSpawner.SpawnedEvent.Subscribe(FiendSpawned) 
    FiendSpawned(Agent: agent):void=
        #Grabbing the agent from the Spawned Event and grabbing the associated fort_character
        if (FortCharacter := Agent.GetFortCharacter[]): 
            #Hiding FortCharacter, making the Fiend invisible
            FortCharacter.Hide() 
            #Initializing local variable of to be our SpawnedPropResult, also passing in the (Asset , Position, Rotation) for SpawnProp
            #Now the spawned prop wil immediately be at the same position and rotation as the fiend when it spawns
            SpawnedPropResult := SpawnProp(Prop, FortCharacter.GetTransform().Translation, FortCharacter.GetTransform().Rotation) 
            #SpawnedProp gives us a "?creative_prop" but we want a creativeprop, there's a few ways this can be written
            #In this example I'm unwrapping the optional type within this failable function
            if (SpawnedProp := SpawnedPropResult(0)?):
                spawn:
                    #Spawning an asynch function, passing in the FortCharacter and SpawnedProp
                    FollowFiend(FortCharacter , SpawnedProp)
    FollowFiend(FortCharacter: fort_character , SpawnedProp: creative_prop)<suspends>:void=
        #Starting a loop
        loop:
            #Checking to see if the FortCharacter is Active within the game session
            #If the fiend is eliminated, this will result in Moving into line 36
            #If the fiend is active, i.e. still alive, the loop will move to line 40
            if (not FortCharacter.IsActive[]):
                #Getting rid of the spawnedprop, we do this for garbage collection and to mimic the elimination of the fiend
                SpawnedProp.Dispose()
                #ending the loop
                break
            #Moving the Spawned Prop to (Transform, Rotation, every 0.1)
            SpawnedProp.MoveTo(FortCharacter.GetTransform().Translation,FortCharacter.GetTransform().Rotation,0.1)

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    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 ↗

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    Last updated Jun 23, 2026
    Verse code
    Compiles · verified Jun 25, 2026
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    Copy-paste the code above is always free.

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