Ready to Jump In? (And Why Your Code Needs a Battle Bus)
Ready to Jump In? (And Why Your Code Needs a Battle Bus)
So, you’ve built a cool map. You’ve placed the traps, set the loot, and maybe even rigged a trapdoor that drops players into lava when they step on it. But right now, your island is just a museum exhibit. It’s pretty, but nobody is playing it.
To turn your static map into a living, breathing game, you need to speak the language of the machine. That language is Verse.
Think of Verse not as boring math homework, but as the set of rules for your own custom game mode. Just like the Storm shrinks the playable area or the Battle Bus drops you into the chaos, Verse is the invisible engine deciding what happens when a player clicks a button, picks up an item, or gets eliminated.
In this tutorial, we’re going to skip the "Hello World" nonsense. Instead, we’re going to build a Lobby Ready-Up System. You know the drill: you’re in the lobby, your squad is ready, but someone is still eating chips in the corner. You need a way to force them to click "Play" before the match starts. We’ll use Verse to make that happen.
What You'll Learn
By the end of this guide, you will understand:
- Variables: How to store a piece of information (like "Is the lobby ready?") that changes during the game.
- Events: How to listen for player actions (like clicking a button).
- Logic: How to check conditions and trigger consequences (if everyone is ready, start the match).
- The Scene Graph: Why your code needs to know which button was clicked and who clicked it.
How It Works
Before we write a single line of code, let’s translate this into Fortnite mechanics you already know.
1. The Variable: Your Health Bar
Imagine your health bar. It starts at 100. When you get hit, it drops to 80, then 50, then 0. The concept of "Health" doesn't change, but the value does.
In Verse, a variable is exactly that: a container for data that can change. We’ll create a variable called IsLobbyReady. It’s like a light switch. It’s either False (off/not ready) or True (on/ready).
2. The Event: The Elimination Feed
When you get an elimination, you don’t have to constantly stare at your screen wondering if someone died. The game tells you. It fires an event.
In Verse, an event is a signal that something happened. A player clicked a button. A player entered a trigger zone. A player picked up a sword. Your code waits for these signals, just like your brain waits for the "Elimination" notification.
3. The Logic: The Storm Timer
You know how the Storm timer counts down? If the timer is > 0, the storm hasn’t started. If it hits 0, boom, damage.
This is logic. In Verse, we use if statements to make decisions.
- IF
IsLobbyReadyisTrueANDPlayerCountis 4... - THEN Start the Match.
4. The Scene Graph: The Hierarchy of Your Island
This is the most important concept for UE6 and Verse. Think of your Fortnite island as a tree.
- The Root is the whole island.
- Branches are folders or groups of props.
- Leaves are individual items (a door, a button, a player).
In Verse, we don't just say "Click the button." We say "Click this specific button on this specific island." This structure is called the Scene Graph. It helps your code find exactly what it’s looking for, so you don’t accidentally trigger the trapdoor when you meant to open the chest.
Let's Build It
We are going to create a simple system where players click a button to "Ready Up." Once all players in the party have clicked it, the game announces "MATCH START!"
The Setup (In UEFN)
- Place a Button device in your lobby.
- Place a Print device (or just use Verse's print function) to show messages.
- Add a Verse Script device.
The Verse Code
Here is the complete, annotated code. Don’t panic at the syntax; we’ll break it down line by line.
# This script manages the lobby ready-up system.
# It lives on a Verse Script device in your UEFN scene.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
# 1. DEFINE THE COMPONENTS
# We need to reference the Button device we placed in the editor.
# Think of this as pointing your finger at the button.
# 'MyButton' is the name we give it in our code.
var MyButton := button_device
# 2. DEFINE THE STATE (THE VARIABLE)
# 'IsReady' is our variable. It starts as False.
# It's like a flag that says "Not Ready Yet."
var IsReady : bool = false
# 3. DEFINE THE EVENT HANDLER
# This function runs whenever someone clicks the button.
# 'InteractedWithEvent' is the signal from the button.
# 'Await()' pauses this code until the button is clicked.
# It’s like waiting for the bus to arrive before you get on.
OnButtonClicked := func() -> void:
# Wait for the player to click the button
MyButton.InteractedWithEvent.Await()
# Once clicked, change the variable to True
# This is like flipping the switch from OFF to ON
IsReady = true
# Tell the player what happened
# Print is like the elimination feed, but for system messages
Print("You are now Ready!")
# Check if we should start the game
CheckLobbyStatus()
# 4. DEFINE THE LOGIC
# This function checks the condition and acts on it.
CheckLobbyStatus := func() -> void:
# IF the flag is True...
if IsReady == true:
# ...then do something cool!
Print("LOBBY READY! MATCH STARTING IN 3... 2... 1...")
# In a real game, you might spawn the Battle Bus here.
# For now, we just print a message.
else:
# If not ready, tell them to hurry up
Print("Waiting for more players to Ready up...")
Walkthrough: What Just Happened?
var MyButton := button_device: We created a reference to the physical button in your map. Without this, Verse doesn’t know which button to listen to. It’s like having a walkie-talkie but no one to talk to.var IsReady : bool = false: We created our variable.bool(short for boolean) is a fancy word for a true/false switch. It’s either on or off.MyButton.InteractedWithEvent.Await(): This is the magic line. The code stops here and waits. It won’t move to the next line until a player clicks the button. It’s like a bouncer at a club who won’t let you in until you show your ID.IsReady = true: Once the ID is shown (button clicked), we flip the switch. The lobby is now ready.CheckLobbyStatus(): We call this function to see if we should start the game. In this simple example, it just prints a message. In a real game, you’d use this to spawn enemies or start the storm.
Try It Yourself
The example above is a bit basic. It only works for one button. What if you have 16 players in your lobby? You don’t want them all clicking the same button.
Challenge: Modify the code to support multiple buttons.
- Place two buttons in your map:
Button1andButton2. - Create two separate Verse Script devices, one for each button.
- Make each script update the same
IsReadyvariable (you’ll need to make the variableglobalor pass it between scripts). - When both buttons are clicked, print "MATCH START!"
Hint: You’ll need to look up how to make a variable accessible across multiple scripts. In programming, this is often called a Global Variable or a Shared State. Think of it like a whiteboard in the center of the lobby that everyone can see and write on.
Don’t know how to make it global?
Look into global variables in Verse. They are like the scoreboard in a game—everyone can see the current score, and anyone can update it.
Recap
- Variables are containers for data that change (like health or a ready-up flag).
- Events are signals that something happened (like a button click).
- Logic (
ifstatements) lets your code make decisions based on those variables. - The Scene Graph is the hierarchy that helps your code find the right devices in your map.
You’ve just taken your first step from map-maker to game-creator. You’re not just placing props anymore; you’re programming the rules of the world. Now go make something chaotic.
References
- https://dev.epicgames.com/documentation/en-us/fortnite-creative/fortnite-creative-glossary
- https://dev.epicgames.com/documentation/en-us/fortnite-creative/lesson-plan-think-before-you-spend-in-fortnite-creative
- https://dev.epicgames.com/documentation/en-us/fortnite/player-movements-in-fortnite-creative
- https://dev.epicgames.com/documentation/en-us/fortnite/coding-device-interactions-in-verse
- https://dev.epicgames.com/documentation/fortnite/verse-starter-07-final-result-in-unreal-editor-for-fortnite
Verse source files
- 01-fragment.verse · fragment
Turn this into a guided course
Add Ready to Jump In? to your free study plan — we'll suggest related pages and stitch the lot into one compile-checked, self-guided lesson with worked examples and quizzes.
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.