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Top-Down View Support Device

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Fortnite.com/Characters }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Fortnite.com/Characters }

# A Verse-authored creative device that can be placed in a level
track_player_manager := class(creative_device):

    @editable
    _CameraRoot: creative_prop = creative_prop{}

    @editable
    _OtherRoot: creative_prop = creative_prop{}

    @editable
    _OffsetX : float = 0.0
    @editable
    _OffsetY : float = 0.0
    @editable
    _OffsetZ : float = 0.0

    var _CurrentRotation : rotation = rotation{}

    ### OnBegin
    OnBegin<override>()<suspends>:void=
        Offset:vector3 = vector3{X:=_OffsetX, Y:=_OffsetY, Z:=_OffsetZ}

        ## add jumped event 
        Players : []player = GetPlayspace().GetPlayers()
        if(Player : player = Players[0]):
            if(FortniteCharacter : fort_character = Player.GetFortCharacter[]):
                FortniteCharacter.JumpedEvent().Subscribe(OnPlayerJumped)

        UpdateRotationValue()

        ## start update loop
        spawn{UpdateTargetPosition(Offset)}

    ### process for jump
    OnPlayerJumped(the_player:fort_character):true= 
        UpdateRotationValue()

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    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
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    Compiles · verified Jun 25, 2026
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