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Fortnite › NPCs & AI · Up to Fortnite · NPCs & AI · 97 of 147 in NPCs & AI
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Guard Spawner Device

Used to spawn guards that can patrol and attack other agents. Changing properties will only affect newly spawned guards.

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
Accuracy ?guard_spawner_accuracy Determines how the guard uses its VisibilityRange as defined by guard_spawner_visibility_range_restriction.
AlertedEvent listenable(payload) Signaled when a guard has identified an opponent. Source is the guard who is aware. Target is the agent who alerted the guard.
CanBeHired ?logic If true, agents can hire the guard.
DamagedEvent listenable(payload) Signaled when guard is damaged. Source is the agent that damaged the guard. If the guard was damaged by a non-agent then false is returned. Target is the guard that was damaged.
DespawnOnDismissal ?logic Determines if the guard despawns when it is dismissed.
DismissedEvent listenable(payload) Signaled when a guard is dismissed by a player. Source is the agent who dismissed the guard. Target is the guard that was dismissed.
DisplayAlertness ?logic Determines if the guard displays its alertness level over its head.
EliminatedEvent listenable(payload) Signaled when a guard is eliminated. Source is the agent that eliminated the guard. If the guard was eliminated by a non-agent then Source is 'false'. Target is the guard that was eliminated.
EliminatingEvent listenable(payload) Signaled when a guard eliminates an agent. Source is the guard that eliminated the agent. Target is the agent that was eliminated.
HiredEvent listenable(payload) Signaled when a guard is hired by a player. Source is the agent who hired the guard. Target is the guard that was hired.
InitialHealth ?float Determines the starting health of the guard. This value is clamped between 1 and 10000.
InitialShield ?float Determines the starting shield of the guard. This value is clamped between 1 and 10000.
Invincible ?logic Whether the guard can receive damage.
MaxHealth ?float The health value of the guard. This value is clamped between 1 and 10000.
MaxShield ?float Determines the maximum shield value of the guard. This value is clamped between 1 and 10000.
ObeyCommands ?logic Determines if the guard obeys ping commands from its hired player.
PatrolRange ?float Distance in centimeters from its spawn position from which the guard will peacefully roam. This value is clamped between 200.0 and 25000.0.
RestoreHealthAndShieldOnHire ?logic Determines if the guard is healed when it is hired.
ShowHealthBar ?logic If true, displays the guard’s health to players.
SpawnedEvent listenable(payload) Signaled when a guard is spawned. Sends the agent guard who was spawned.
SuspiciousEvent listenable(payload) Signaled when a guard becomes suspicious. Sends the agent guard who is suspicious.
TargetLostEvent listenable(payload) Signaled when a guard has lost track of a target. Source is the guard that lost track of a target. Target is the agent no longer targeted by the guard.
UnawareEvent listenable(payload) Signaled when a guard becomes unaware. Sends the agent guard who is unaware.
VisibilityRange ?float Determines the range, in centimeters, from which the guard will respond. This value is clamped between 0.0 and 25000.0.
VisibilityRangeRestriction ?guard_spawner_visibility_range_restriction Determines how the guard uses its VisibilityRange as defined by guard_spawner_visibility_range_restriction.

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    Last updated Feb 10, 2026
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    • | [`creative_object`
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    • | [`Despawn`
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