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Awaitable Fort Round Events

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  • using { /Fortnite.com/Game }
    using { /Verse.org/SceneGraph }
    
    # Awaits round start. Resumes immediately if the round is already ongoing.
    (Component:component).AwaitRoundStart<public>()<suspends>:void =
        Component.GetFortRoundEvents().AwaitRoundStarted()
    
    # Awaits round end.
    (Component:component).AwaitRoundEnd<public>()<suspends>:void =
        Component.GetFortRoundEvents().AwaitRoundEnded()
    
    (Component:component).GetFortRoundEvents<internal>():fort_round_events =
        SimEntity := Component.Entity.GetSimulationEntity[] or Err("GetFortRoundEvents() called on a component that is not present in the scene")
        FortRoundEvents := SimEntity.GetComponent[fort_round_events] or
            block:
                SimEntity.AddComponents(array{NewFortRoundEvents := fort_round_events{Entity := SimEntity}})
                NewFortRoundEvents
    
    <#
    Do not add this component manually! It is lazily initialized by `GetFortRoundEvents()`.
    To get the current round number, use a `round_settings_device` and its `RoundNumber` variable.
    You could technically add a RoundNumber variable to `fort_round_events` as well,
    but there's no reliable way to reset it when switching between edit and play mode during an edit session (besides pushing changes).

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Last updated 2026-07-26T11:45:42.541445+00:00

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