
How to use animated_mesh_device
How would I use this?
The animated_mesh_device is your bridge between static props and dynamic, skeletal animations in UEFN. It allows you to attach a skeletal mesh to a device and control its playback state — Play, Pause and Reverse — from Verse.
What it's for
Use this when you need a prop (like a statue, a dancing NPC, or a mechanical part) to perform an animation that isn't baked into the static mesh itself. Unlike creative_prop, which just displays a static image or simple skeletal mesh without control, animated_mesh_device exposes methods to drive the animation timeline programmatically.
When to reach for it
- Interactive Props: You want a statue to start dancing when a player steps on a trigger.
- Sequenced Events: You are building a cinematic or a trap that requires a specific animation frame or loop to sync with audio or other devices.
- State-Driven Animation: You need to pause an animation mid-way or reverse it (e.g. a drawbridge that lowers, then raises again).
Typical Call Pattern
- Declare the Device: Add an
@editablefield of typeanimated_mesh_deviceto yourcreative_deviceclass. - Wire in Editor: Place the device on your island, assign the desired Skeletal Mesh and Animation in the device's details panel, and wire this Verse device to it in the User Options.
- Control Playback:
- Call
Play()to start or resume the animation. - Call
Pause()to freeze the animation on the current frame. - Call
PlayReverse()to play backwards.
- Call
Faithful Verse Snippet
Here is a concrete example of a device that starts an animation and flips its direction each time a trigger fires.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
dance_device := class(creative_device):
# Reference to the Animated Mesh Device placed on the island.
@editable
AnimatedMesh : animated_mesh_device = animated_mesh_device{}
# Reference to the Trigger Device placed on the island.
@editable
DanceTrigger : trigger_device = trigger_device{}
# animated_mesh_device drives DIRECTION and PLAY STATE, not speed:
# its whole Verse surface is Play(), Pause() and PlayReverse().
var Forwards : logic = true
OnBegin<override>()<suspends> : void =
DanceTrigger.TriggeredEvent.Subscribe(OnTriggered)
AnimatedMesh.Play()
# Each trigger flips the animation's direction.
OnTriggered(Agent : ?agent) : void =
if (Forwards?):
AnimatedMesh.PlayReverse()
set Forwards = false
else:
AnimatedMesh.Play()
set Forwards = true
On playback speed:
animated_mesh_deviceexposes exactly three playback members in Verse —Play(),Pause()andPlayReverse(). There is no play-rate setter on this device; animation speed is a property of the animation asset itself, set in the editor.
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References
Original symbol 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.