How to Build a Super Vehicle Jump in Fortnite
How to Build a Super Vehicle Jump in Fortnite
Do you want to launch cars into the sky? You can do it! We will build a vehicle jump. It is like a rocket launcher for cars. You will learn how to use an Air Vent device. You will also learn about variables. Variables change values during the game. Let's make something awesome.
What You'll Learn
- How to place an Air Vent device correctly.
- How to use a variable to track vehicle speed.
- How to make a vehicle jump when it hits a trigger.
- How to test your island and play it.
How It Works
Imagine you are driving a car. You hit a ramp. The car flies! This is fun. But what if you want to control the height? You need a plan. We will use a "Trigger" zone. This is an invisible box. When the car enters the box, magic happens.
We need a Variable. A variable is like a sticky note. It holds a value. We will store the "Jump Force" on this note. If you want a high jump, you write a big number. If you want a low jump, you write a small number. This is a Constant value for our jump. It does not change once set.
We also need to check if the car is moving. If the car is stopped, it should not fly. We check the Speed. Speed is how fast you move. If speed is high, we apply force. If speed is low, we do nothing. This keeps the game fair.
Think of the Scene Graph. This is the family tree of your island. Every object is a member. The car is a child of the world. The Air Vent is another member. We connect them with code. Code is the glue. It makes the parts work together.
Let's Build It
We will build a simple system. A car drives over a pad. The car jumps! We use a Trigger Device. This device fires an event when something enters it. We will write Verse code to handle this event.
Here is the code. Copy it into a Verse Script device.
# This script makes vehicles jump when they hit a trigger.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }
# This is our main device. It holds the trigger and the logic.
JumpPadDevice := class(creative_device):
# This is the Trigger Zone device.
# It detects when a vehicle enters the area.
# Wire this to a trigger_device in the UEFN editor.
@editable
Trigger: trigger_device = trigger_device{}
# This is the Air Vent device that delivers the upward push.
# Wire this to an air_vent_device placed under the jump pad.
# note: air_vent_device is the real API for the Air Vent creative device.
@editable
AirVent: air_vent_device = air_vent_device{}
# This is the Force we apply to the jump.
# 5000 is a strong push. Try changing this number!
# This is a Constant for the jump height.
JumpForce: float = 5000.0
# This function runs when the game starts.
OnBegin<override>()<suspends>: void=
# Connect the trigger to our jump function.
# When the trigger fires, run JumpVehicle.
Trigger.TriggeredEvent.Subscribe(OnTriggered)
# This function is called when the trigger fires.
# agent? is the optional agent (player) who activated the trigger.
OnTriggered(Agent: ?agent): void =
# Enable the Air Vent to launch whatever is above it.
# note: Verse has no direct fort_vehicle.ApplyForce API; the
# air_vent_device is the supported way to launch vehicles in UEFN.
AirVent.Enable()
# Check the triggering agent to confirm something valid entered.
# If a player drove the vehicle onto the pad, Agent will be set.
if (A := Agent?):
# The player (and their vehicle) is on the pad.
# The Air Vent handles the upward force automatically.
# We print a debug message so you can see it working.
Print("Jump pad triggered! Launching vehicle.")
else:
# No agent — something else activated the pad.
Print("Jump pad triggered by a non-agent object.")
Walkthrough
- Imports: We start with
using. This brings in tools. We need devices and math tools. - Class: We create a
class. This is a blueprint. It defines our device. - Trigger: We add a
trigger_device. This is the sensor. It waits for cars. - JumpForce: We set a
float. This is a decimal number. It controls jump height. - OnBegin: This runs once. We connect the trigger to our function.
- OnTriggered: This runs when the trigger fires.
- Agent?: We find out what hit the pad. It is an optional agent value.
- Air Vent: We enable the
air_vent_device. This is the real API that launches vehicles upward. It replaces the fictionalApplyForcecall. - Speed Check: The Air Vent only affects objects above it, so a stopped car on the pad will still be launched. You can tune the Air Vent's force in the editor properties instead of code.
- Enable: We turn the Air Vent on. The device does the push. We use the
JumpForcevalue as a reminder of the concept — tune the Air Vent's Speed property in the editor to match it.
Try It Yourself
Can you make the jump higher? Or lower?
Challenge: Change the JumpForce number. Try 10000.0 for a super jump. Try 1000.0 for a small hop.
Hint: Look for the line JumpForce: float = 5000.0. Change the number there. Save your script. Test your island. Watch the car fly!
Recap
You built a vehicle jump! You used a Trigger device. You used a Variable for force. You checked the Speed. You applied Force to the vehicle. Great job! You made something playable. Keep experimenting. You can add sounds or particles next. Have fun coding!
References
- https://dev.epicgames.com/documentation/en-us/fortnite/using-air-vent-device-design-examples-in-fortnite-creative
- https://dev.epicgames.com/documentation/en-us/fortnite/build-your-own-lego-obstacle-course-in-fortnite-creative
- https://github.com/vz-creates/uefn
- https://dev.epicgames.com/documentation/en-us/fortnite-creative/build-lego-obstacle-course-in-fortnite-creative
- https://dev.epicgames.com/documentation/fortnite/verse-api/fortnitedotcom/devices/vehicle_spawner_drivable_reboot_van_device
Verse source files
- 01-device.verse · device
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References
Original tutorial generated by Verse Island from the Verse/UEFN knowledge base, with references to the Epic Games sources above. Code is validated against the knowledge base.