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One Player Remaining Detector

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

<# Code developed by Dragon (dragonstudio.pro)
View my FNC Maps: http://fortnite.com/@blze.dragon 
 
This code was created with assistance of FortniteCreativeGPT - ( www.fortnitecreativegpt.com )
It provided a structure in which I corrected and build from, combining elements from Maestrosharks UI Code (Youtube @MaestroShark)
View FNC+GPT code beginnings at  : https://chat.openai.com/share/84617e2f-6e32-46c0-be0e-766c9c4ad49a
I was able to improve upon the structure provided by FNC+GPT and fully develop the code. 
 
Learn more about FortniteCreative+GPT and stay up to date on the latest news! 
FortniteCreative+GPT Discord: https://discord.gg/kwb3szRu3u
 
 
Get help in all your creative needs from Unreal Engine to UEFN at The Creative Blok Discord! 
https://discord.com/invite/P5JU6gzUFV 
 
 Devices Needed 
Player Spawner Pads #>
 



one_player_detector_device := class(creative_device):
    
    # Player Counter Marker UI / Credit to MaestroShark! Hype!
    S2M<localizes>(S:string):message="{S}"

    @editable 
    PlayerSpawners : []player_spawner_device = array{}

    @editable 
    RefreshRate : float = 0.1

    var ResourceTextBlockPerAgent : [agent]?text_block = map{}


    OnBegin<override> ()<suspends>: void =
        # Attach Player Counter UI 
        for(PS:PlayerSpawners):
            PS.SpawnedEvent.Subscribe(PlayerSpawned)
        # Count how many Players are in Game    
        PlayerCount := GetPlayspace().GetPlayers().Length
        Print("PlayerCount = {PlayerCount}")
        # Send an Event upon a Player being removed or leaving the game 
        GetPlayspace().PlayerRemovedEvent().Subscribe(OnPlayerRemoved)

    # Will reduce the count when a player is removed or leaves the game        
    OnPlayerRemoved (OutPlayer:player): void =
        PlayerCount := GetPlayspace().GetPlayers().Length
        if (PlayerCount = 1):
            # Add your code here to perform an event when one player left in game
            Print("One Player Left in Game")
            Print("PlayerCount = {PlayerCount}")
 
        else:
            Print("PlayerCount = {PlayerCount}")
            Print ("Players Still In Game")


     <# QUICK NOTE 
     Please note the UI  does not update properly and is only there to help you visually see the player 
     count. Feel free to remove this when implementing it into your game.You are able to see the events being 
     called correctly in the log, and are able to add your own events to call #>
    
<# This UI is optional and can be removed. If removed, be sure to remove this portion under On Begin:
    for(PS:PlayerSpawners):
        PS.SpawnedEvent.Subscribe(PlayerSpawned)
    and all the code below  #>


    # Player Counter UI Marker


    PlayerSpawned(Agent:agent):void=
        Print("Player Spawned")
        if(MyTextBlock:=ResourceTextBlockPerAgent[Agent]?){}
        else:
            AssignUI(Agent)
 
    AssignUI(Agent:agent):void=
        Print("Assigning UI")
        MyCanvas:=MakeCanvas(Agent)
        if:
            PlayerUI:=GetPlayerUI[player[Agent]]
        then:
            PlayerUI.AddWidget(MyCanvas)
            spawn{RefreshUI(Agent)}
 
    RefreshUI(Agent:agent)<suspends>:void=
        Print("Starting to Refresh")
        PlayerCount := GetPlayspace().GetPlayers().Length
        if(TextBlock := ResourceTextBlockPerAgent[Agent]?):
            loop:
                Sleep(RefreshRate)
                TextBlock.SetText(S2M("Players: {PlayerCount}"))
 
 
    MakeCanvas(Agent:agent):canvas=
        Print("Making Canvas")
        MyTextBlock:=text_block:
            DefaultTextColor:=White
 
        if(set ResourceTextBlockPerAgent[Agent] = option{MyTextBlock}){}
 
        MyCanvas:=canvas:
            Slots:=array:
                canvas_slot:
                    Widget:=MyTextBlock
                    Anchors:=anchors{Minimum:=vector2{X:=0.0,Y:=0.0},Maximum:=vector2{X:=1.0,Y:=1.0}}
                    Offsets:=margin{Left:=844.0,Top:=520.0,Right:=911.0,Bottom:=519.0}

 
        return MyCanvas
one_player_detector_elimination_device.verse
using { /Fortnite.com/Characters }
using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Verse.org/Random }
using { /Verse.org/Simulation }
using { /Verse.org/Colors/NamedColors }
using { /Fortnite.com/UI }
using { /UnrealEngine.com/Temporary/UI }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Fortnite.com/Game }


<# Code developed by Dragon (dragonstudio.pro)
View my FNC Maps: http://fortnite.com/@blze.dragon 
With help from Whenhoboesfly in The Creative Blok Discord ( implementation of the Elimination Manager) 
 
This code was created with assistance of FortniteCreativeGPT - ( www.fortnitecreativegpt.com )
I needed assistance with adjusting the player counter variable to increment on player spawn and decrement when player is eliminated
I used the information it provided me in this chat  : <https://chat.openai.com/share/737b0203-3d6e-4cdf-8eed-e17fba45a8e2>
I was able to improve upon the structure provided by FNC+GPT and fully develop the code. 
 
Learn more about FortniteCreative+GPT and stay up to date on the latest news! 
FortniteCreative+GPT Discord: <https://discord.gg/kwb3szRu3u>
 
 
Get help in all your creative needs from Unreal Engine to UEFN at The Creative Blok Discord! 
<https://discord.com/invite/P5JU6gzUFV>
 
 Devices Needed 
 Player Spawner Pads  #>
 

one_player_detector_elimination_device := class(creative_device):
    
    @editable 
    PlayerSpawners : []player_spawner_device = array{}
    @editable
    EliminationManager : elimination_manager_device = elimination_manager_device{}
    @editable
    EndGame : end_game_device = end_game_device{}
    var PlayerCounter : int = 0


    OnBegin<override> ()<suspends>: void =
        # Count how many Players are in Game    
        Print("PlayerCount = {PlayerCounter}")
        for (Spawner : PlayerSpawners):
            Spawner.SpawnedEvent.Subscribe(UpdateCount)
        # Send an Event upon a Player being removed or leaving the game 
        EliminationManager.EliminatedEvent.Subscribe(OnPlayerEliminated)


    UpdateCount(Agent:agent): void =
        set PlayerCounter = PlayerCounter + 1
        Print("Player Spawned. Add +1 Player")
        Print("PlayerCount = {PlayerCounter}")



        # A function to call when a player is eliminated to check player count and send an event    
    OnPlayerEliminated(Agent : agent): void =
        set PlayerCounter = PlayerCounter - 1
        if (PlayerCounter <= 1):
            Print("One Player Left in Game")
            EndGame.Activate(Agent)
        else:
            Print("Still More Players in Game")  
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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 ↗

    View original Sources & licensing
    Request removal
    Last updated Jun 23, 2026
    Verse module (2 files)
    Compiles · verified Jun 25, 2026

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

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