Prop Hunt in UEFN: Hide in Plain Sight
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Prop Hunt in UEFN: Hide in Plain Sight

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Prop Hunt in UEFN: Hide in Plain Sight

Prop Hunt is the giggle-out-loud classic: half the lobby disguises as ordinary world objects — a chair, a barrel, a tomato — while the other half hunts them down. It's pure social comedy with a real cat-and-mouse skill ceiling. This Game Modes entry breaks the format down and builds a compile-verified Verse device that scores the hunters when a disguised prop is destroyed.

1. What it is

<!-- section-art:1-what-it-is --> Prop Hunt in UEFN: Hide in Plain Sight: 1. What it is

Hidden Prop

Prop Hunt is an asymmetric hide-and-seek mode. Hiders transform into props scattered around a detailed map and must blend in — freeze in place, match the scenery, don't twitch. Hunters (or "seekers") roam the map shooting suspicious objects; a wrong guess wastes ammo and gives away their position, a right guess eliminates a hider. Hiders win by surviving the timer; hunters win by finding them all.

The comedy comes from the bluff: a hider standing perfectly still in a row of identical chairs versus a hunter spraying the whole room, hoping one of them bleeds.

2. Type of game

Attribute Typical value
Genre Asymmetric hide & seek / social
Teams 2 (Hiders vs Hunters), often lopsided (e.g. 8 hiders, 2 hunters)
Players 4-16; more hiders than hunters
Match length One timer (~3-6 min) per round, then swap roles
Respawns Off within a round (eliminated hiders spectate or join hunters)
Map shape Detailed, prop-dense interior — houses, shops, offices

3. The loop

A round is a timed standoff. Hiders pick a disguise and hold still; hunters sweep the map and shoot guesses; the clock decides who wins.

flowchart TD A[Round starts] --> B[Hiders transform into props & hide] A --> C[Hunters get a short blind countdown] C --> D[Hunters released to search] D --> E{Shoot a suspicious object} E -->|It was a real prop| F[Wasted ammo + revealed position] E -->|It was a hider| G[Hider eliminated, hunters +score] F --> D G --> H{All hiders found?} H -->|No| D H -->|Yes| I[Hunters win] B --> J{Timer expires?} J -->|Yes & still hidden| K[Hiders win] J -->|No| B

The pressure ramps both ways: hunters race the clock, hiders sweat every footstep that gets close.

4. Why it's fun

  • Comedy first. Watching a hunter walk past you three times, or a "chair" sprint across the room, is reliably hilarious.
  • Bluffing is a skill. Great hiders pick spots that should have that object and freeze on cue; great hunters read the map for the one thing that's out of place.
  • Asymmetry keeps it fresh. Hiding and hunting feel like two different games, and role-swap rounds let everyone do both.
  • Low stakes, high social. It's the friend-group mode — chat, laugh, jump-scare each other.
  • Map is the meta. A cluttered, varied map gives hiders infinite disguises and hunters a real puzzle.

5. Who made the great ones

Prop Hunt is one of Creative's oldest and most-played categories:

  • JESGRAN — a prolific Creative author whose Prop Hunt builds rack up tens of thousands of plays; a reliable name to study for clean role rules and map density.
  • Community staples like the long-running Prop Hunt: The Mega and themed "mirror"/mansion builds keep large daily lobbies by maximizing hiding variety.
  • Epic ships an official Prop Hunt template in UEFN, which is the best starting point for the device + Verse wiring (and is referenced in the official docs).

6. Examples / variants

  • Classic timed — hide for the round; survive the clock to win.
  • Last-prop-standing — no timer; hunters win only when every hider is found.
  • Decreasing taunts — hiders must periodically emit a sound/taunt, giving hunters a fair clue.
  • Themed maps — kitchens, toy stores, offices — the prop set defines the whole feel.

7. How to make it in UEFN / Verse

<!-- section-art:7-how-to-make-it-in-uefn-verse --> Prop Hunt in UEFN: Hide in Plain Sight: 7. How to make it in UEFN / Verse

Prop Hunt Scorer

The devices you'll place

  • Prop Manipulator Device (prop_manipulator_device) — works with Prop-O-Matic-style disguising and fires events when a disguised prop is damaged or destroyed (i.e. a hider is found). It's the device that makes "shoot the object, find the hider" measurable.
  • Team Settings & Inventory — two teams: Hiders and Hunters.
  • Class Designer / Prop-O-Matic granter — gives hiders the disguise tool, hunters their weapon.
  • Timer / Round Settings — to bound the round and decide the timeout win for hiders.

The Verse mechanic that ties it together

The disguise system is device-driven, but Verse owns the scoring: when a hider's prop is destroyed, credit the hunter who did it. The series pattern holds — subscribe to the event, react — this time on the Prop Manipulator's DestroyedEvent.

# prop_manipulator_device exposes the prop lifecycle as events:
#   DamagedEvent   : agent  - someone shot a disguised prop (a near-miss/hit)
#   DestroyedEvent : agent  - the prop (a hider) was destroyed = FOUND
PropManipulator.DestroyedEvent.Subscribe(OnPropDestroyed)

The agent the event hands you is the instigator — the hunter who pulled the trigger — so you credit them:

# Resolve the hunter's team to tally a team score, the canonical lookup:
TeamCollection := GetPlayspace().GetTeamCollection()
if (HunterTeam := TeamCollection.GetTeam[Hunter]):
    # HunterTeam is the seeking team to credit

The full, compile-verified scorer

Drop this prop_hunt_score_device into your project, wire the @editable Prop Manipulator, and it counts every hider found and announces when the hunters have cleared the lobby. Standalone creative_device, compiles alone.

How it works, line by line

  1. @editable PropManipulator lets a designer drag the real device in; HidersThisRound is the win condition the round setup feeds in.
  2. OnBegin subscribes to DestroyedEvent — fired when a disguised prop is destroyed, i.e. a hider is found.
  3. The event hands you the instigator (Hunter : agent) — credit them, not the hider.
  4. GetTeamCollection().GetTeam[Hunter] resolves the hunter to their team for team scoring; it's failable, so it's guarded with if.
  5. When Found reaches HidersThisRound, the hunters have cleared the lobby and the round ends.

Gotchas

  • Disguising lives in the device, not Verse. Use the Prop-O-Matic / Prop Manipulator setup for transformation; Verse only scores the outcome.
  • DestroyedEvent gives the hunter (instigator), not the hider. Don't try to credit the agent as the victim — they're the shooter.
  • Guard GetTeam[]. It fails for unassigned agents; wrap it in if or scoring silently no-ops.
  • A timeout is a hider win. Pair this device with a Timer: if the clock runs out before Found hits the target, the hiders win — handle that on the Timer's event.
  • Map density is the meta. The more believable props you scatter, the better the mode plays. Build for variety.

Recap

  • Prop Hunt is asymmetric hide-and-seek: hiders disguise as world props, hunters shoot to find them.
  • The fun is the bluff and the comedy — picking a believable disguise vs reading the one thing that's out of place.
  • In UEFN the Prop Manipulator measures the action, firing DamagedEvent/DestroyedEvent.
  • The Verse pattern is the series staple: subscribe to DestroyedEvent, credit the hunter (the instigator) via GetTeam[], count finds, announce.
  • A dense, varied map is what makes Prop Hunt sing.

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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.

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