Get In: First Person on Entry + Input
Get In: First Person on Entry + Input
Climbing into the car should feel different — the world snaps to first person and your controls come alive. Two fully-public mechanisms make it happen, and one honest limit shapes how we handle input.

Detecting "in the car"
<!-- section-art:detecting-in-the-car -->

Zone Entry Detection
Our car is a prop, not a real vehicle with seats, so we detect entry with a Mutator Zone placed around it. The zone is fully public and gives us exactly the two events we want:
EntryZone.AgentEntersEvent.Subscribe(OnEnter)
EntryZone.AgentExitsEvent.Subscribe(OnExit)
AgentEntersEvent : listenable(agent) fires with the player who walked in; AgentExitsEvent fires when they leave. (For a real spawner vehicle you'd instead use vehicle_spawner_*_device.AgentEntersVehicleEvent — but for our primitive, a zone is the right tool.)
Switching to first person
Camera control from Verse runs through Gameplay Camera devices. The first-person flavour, gameplay_camera_first_person_device, is a concrete public device with two methods that do exactly what we need:
DriverCamera.AddTo(Agent) # push first person onto this player
DriverCamera.RemoveFrom(Agent) # pop it back off
So the whole camera story is: on enter, AddTo; on exit, RemoveFrom. That's a real, end-to-end public first-person switch — no internal APIs anywhere.
Input: react, don't author
Here's the honest limit. You cannot author custom input actions or mappings in Verse — input_action, input_mapping, and MakeInputAsset are all Epic-internal, and there is no public "enhanced input" / mapping_context creation. What you can do is react to input.
The cleanest public path is an Input Trigger device. You pick its key in the Details panel, then subscribe to its public event:
HornInput.PressedEvent.Subscribe(OnHorn)
To make sure only a seated driver's key counts, we Register the player on enter and Unregister on exit:
OnEnter(Agent : agent) : void =
DriverCamera.AddTo(Agent)
HornInput.Register(Agent)
OnExit(Agent : agent) : void =
DriverCamera.RemoveFrom(Agent)
HornInput.Unregister(Agent)
Register / Unregister are part of the Input Trigger's public API — they decide which players the trigger listens to. So the horn only honks for whoever's in the car.
The full device
<!-- section-art:the-full-device -->

Device Wiring
This uses @editable references (not tags) so you can see exactly which Zone, Camera, and Input Trigger it drives. Compile-verified in UEFN 5.8. Wire a Mutator Zone, a First-Person Gameplay Camera, and an Input Trigger (set its key) into the three slots.
Recap
mutator_zone_device.AgentEntersEvent/AgentExitsEventdetect a player entering/leaving the car's zone — both public.gameplay_camera_first_person_device.AddTo(Agent)/RemoveFrom(Agent)is a full public first-person switch.- You can't author input actions in Verse (that's Epic-internal); you react via
input_trigger_device.PressedEvent. Register/Unregisterscope an Input Trigger to the seated driver only.
Get the complete code — free
You've read the full walkthrough. The complete, copy-paste-ready Verse solution is free for members — sign in to unlock it.
Free with your BrainDead.TV / BrainDeadGuild Discord account. The walkthrough above is always free.
Verse source files
- 01-fragment.verse · fragment
- 03-device.verse · device
Check your understanding
Test yourself with an interactive quiz and track your progress + earn XP — free for members.
Turn this into a guided course
Add UEFN Verse — mutator_zone_device.AgentEntersEvent/AgentExitsEvent entry detection; gameplay_camera_first_person_device.AddTo/RemoveFrom (public first-person switch); honest input limit — react via input_trigger_device.PressedEvent + Register/Unregister (custom input actions are Epic-internal) 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.