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Browse Fortnite›Devices·Up to Fortnite · Devices·426 of 1369 in Devices

Conditional Button Device Class

Used to create a specialized button which can only be activated when agents are carrying specific items.

Verse using statement using { /Fortnite.com/Devices }

Inheritance Hierarchy

This class is derived from the following hierarchy, starting with creative_object:

Name Description
creative_object Base class for creative devices and props.
creative_device_base Base class for creative_device.

Members

This class has both data members and functions.

Data

Data Member Name Type Description
ActivatedEvent listenable(payload) Signaled when this device is activated. Sends the agent that activated this device.
NotEnoughItemsEvent listenable(payload) Signaled when this device fails to activate because agent didn't have the required items. Sends the agent that attempted to activate the device.

Functions

Function Name Description
Activate Activates this device. Agent is used as the instigator of the action.
Disable Disables this device.
Enable Enables this device.
GetInteractionTime Returns the time (in seconds) that an interaction with this device will take to complete.
GetItemCount Returns how many items an Agent has of the item stored at KeyItemIndex.
GetItemCountRequired Returns the total quantity of a specific key item type that needs to be collected in order to activate the switch.
GetItemScore Returns the score to be awarded for a key item.
GetRemainingItemCountRequired Returns the remaining quantity of a specific key item type that needs to be collected in order to activate the switch.
GetTransform Returns the transform of the creative_object with units in cm. You must check creative_object.IsValid before calling this if there is a possibility the object has been disposed or destroyed by gameplay. Otherwise a runtime error will result.
HasAllItems Returns if the Agent has all of the items required to interact with this Device.
IsHoldingItem Returns if the Agent is currently holding any of the items stored in the Device.
IsHoldingItem Returns if the Agent is currently holding the item stored at KeyItemIndex.
MoveTo Moves the creative_object to the specified Position and Rotation over the specified time, in seconds. If an animation is currently playing on the creative_object it will be stopped and put into the AnimationNotSet state.
MoveTo Moves the creative_object to the specified Transform over the specified time, in seconds. If an animation is currently playing on the creative_object it will be stopped and put into the AnimationNotSet state.
Reset Resets this device to its original settings.
SetInteractionText Sets the text that appears when agents approach the device. Text is limited to 150 characters and will revert back to default if empty.
SetInteractionTime Sets the time (in seconds) that an interaction with this device should take to complete.
SetItemCountRequired Sets the quantity of a specific key item type that needs to be collected in order to activate the switch. KeyItemIndex ranges from 0 to number of key item types - 1.
SetItemScore Sets the score to be awarded for a key item. KeyItemIndex ranges from 0 to number of key item types - 1.
TeleportTo Teleports the creative_object to the specified Position and Rotation.
TeleportTo Teleports the creative_object to the specified location defined by Transform, also applies rotation and scale accordingly.
Toggle Toggles the conditional button state. Agent is used as the instigator of the action.
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Source

Epic Games documentation

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Last updated 2026-02-10T21:30:50.646742+00:00

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