Build a "Trap-Trap" Trap: How Devices Talk to Each Other (And You Don’t Need Code Yet)
Build a "Trap-Trap" Trap: How Devices Talk to Each Other (And You Don’t Need Code Yet)
Welcome to Fortnite Creative, where you’re no longer just surviving the storm—you’re the one setting it. If you’ve ever looked at a blank island and thought, "I want to build a maze where touching a wall explodes a trap," you’re ready for the most important concept in UEFN: Devices.
In this tutorial, we’re going to build a simple "Revenge Trap." You’ll place a button. When a player steps on it, a hidden trapdoor opens, and a fake "elimination" effect triggers. No complex coding required—just connecting the dots like a circuit board made of gameplay logic.
What You'll Learn
- What a Device is: The building blocks of your island’s brain.
- The Scene Graph: Why your devices are hiding in a hierarchy (and how to find them).
- Connections: How to make Device A talk to Device B without writing a single line of Verse.
- Feedback Loops: Making your island feel alive with sound and visual cues.
How It Works
What is a Device?
Think of a Device as a specialized actor in your game. In Battle Royale, you might have a "Player" or an "Enemy." In Creative, you have a "Player Spawner," a "Timer," a "Prop Mover," or a "Button."
Devices are the nouns and verbs of your island. They are things that exist (nouns) and things that happen (verbs).
- Noun: A Trap (it sits there).
- Verb: Trigger (it activates).
The Scene Graph: Your Island’s Family Tree
Before we connect anything, you need to understand the Scene Graph. Imagine your island is a giant family tree.
- The Root is the whole game world.
- Branches are Groups or Layers.
- Leaves are individual Devices or Props.
When you place a device, it lives in this tree. If you want Device A to talk to Device B, they don’t need to be next to each other. They just need to be in the same family tree (your island). The Scene Graph is how the game engine keeps track of "Who is who?" so it knows that when this button is pressed, it should trigger that trap.
Connections: The "If This, Then That" Rule
Devices don’t think for themselves; they react. We use Connections (or "Links") to tell them what to do.
Think of it like a Storm Timer:
- Event: The timer counts down to zero.
- Action: The storm shrinks.
In UEFN, we create these links manually. We say:
- Source: The Button (The thing that happens).
- Event: "On Pressed" (When the button is pushed).
- Target: The Trap Door (The thing that reacts).
- Action: "Open" (Do this).
No code. Just logic.
Let's Build It
We are building a "Betrayal Button." Players walk into a room. There’s a button on the floor. They press it to "unlock" the door. Instead, the floor drops out, and they get "eliminated" (teleported to a respawn pad).
Step 1: Gather Your Devices
Go to the Content Browser > Devices. Drag these into your island:
- Player Spawner: (Place it in a safe "lobby" area).
- Trigger Volume: (Make this a large box covering the button area).
- Button Device: (Place this on the floor inside the trigger).
- Prop Mover: (Place this under the floor tiles you want to fall).
- Sound Cues: (Find a "Fall" or "Impact" sound).
- Post Process Volume: (Optional, for a red flash effect).
Step 2: Configure the "Betrayal" Logic
We need to tell each device what to do. Click on each device and look at the Details Panel on the right.
1. The Button Device
- Name:
BetrayalButton - Enabled: Yes
- On Pressed: (Leave blank for now, we’ll connect it).
2. The Trigger Volume
- Name:
TrapTrigger - On Begin Overlap: (We’ll use this to arm the trap, but for simplicity, let’s just make the button always work).
- Actually, let’s keep it simple: The button works whenever pressed.
3. The Prop Mover (The Floor)
- Name:
FallingFloor - Movement: Move Down
- Distance: -200 (It falls 200 units).
- Duration: 1.0 seconds.
- On Trigger: (This is what we’ll connect to).
4. The Sound Cue
- Name:
ScreamSound - Sound: Pick a funny "Oof" or explosion sound.
- On Trigger: (Connect this too).
Step 3: Connect the Dots (The Magic)
Now, open the Connections Panel (usually a tab at the bottom or side). This is where we wire the devices together.
Connection 1: The Floor Drops
- Source:
BetrayalButton - Event:
On Pressed - Target:
FallingFloor - Action:
Trigger
Connection 2: The Sound Plays
- Source:
BetrayalButton - Event:
On Pressed - Target:
ScreamSound - Action:
Trigger
Connection 3: The "Elimination" (Teleport)
- Source:
BetrayalButton - Event:
On Pressed - Target:
PlayerSpawner(The one in the safe zone) - Action:
Set Player Location(OrActivateif you want them to respawn).
Wait, that’s too easy. Let’s add a delay. We want the floor to drop before they teleport.
Advanced Connection: The Delay
- Add a Timer Device. Name it
DelayTrap. - Set Duration to 0.5 seconds.
- Connect Button to Timer:
- Source:
BetrayalButton-> Event:On Pressed-> Target:DelayTrap-> Action:Start
- Source:
- Connect Timer to Floor:
- Source:
DelayTrap-> Event:On Finished-> Target:FallingFloor-> Action:Trigger
- Source:
- Connect Timer to Sound:
- Source:
DelayTrap-> Event:On Finished-> Target:ScreamSound-> Action:Trigger
- Source:
Now, when the button is pressed, the timer starts. Half a second later, the floor drops and the sound plays. The player has time to look down in horror.
The Code?
Wait, where’s the Verse? There is none. And that’s the point. Devices are the "low-code" way to prototype. But once you master these connections, you’ll realize they are just visual representations of code. Every connection is a tiny function call.
Try It Yourself
You’ve built the basics. Now, make it harder.
Challenge: Add a "Second Chance" button.
- If the player survives the trap (maybe they jump over it?), they should be able to hit a different button to heal themselves.
- Hint: Use a Health Device and connect it to a new button. But here’s the twist: The heal button should only work if the player’s health is below 100. Can you figure out how to make the button "ignore" players who are already full health? (Look up "Conditional Connections" or "Device Groups").
Hint: You might need to use a Group Device to disable the heal button after it’s used once, so players can’t spam it.
Recap
- Devices are the interactive actors in your island.
- The Scene Graph is the hierarchy that keeps track of all your devices.
- Connections let Device A trigger Device B using Events (like "On Pressed") and Actions (like "Trigger").
- You can build complex gameplay without writing code, but every connection is a stepping stone to mastering Verse.
References
- https://dev.epicgames.com/documentation/en-us/fortnite/creating-gameplay-with-devices-in-fortnite
- https://dev.epicgames.com/documentation/en-us/fortnite-creative/exploring-the-content-browser-menu-in-fortnite-creative
- https://dev.epicgames.com/documentation/en-us/fortnite/exploring-the-content-browser-menu-in-fortnite-creative
- https://dev.epicgames.com/documentation/en-us/fortnite/uefnonly-devices-in-fortnite
- https://dev.epicgames.com/documentation/en-us/fortnite-creative/using-devices-in-fortnite-creative
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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.