# Source URL: https://dev.epicgames.com/documentation/en-us/fortnite-creative/using-map-controller-devices-in-fortnite-creative
# Local doc: epic-docs/documentation/en-us/fortnite-creative/using-map-controller-devices-in-fortnite-creative.md
# Section: Using Map Controller in Verse
using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Verse.org/Simulation }
# A Verse-authored creative device that can be placed in a level
map_controller_device_verse_example := class(creative_device):
# Reference to the Map Controller Device in the level.
# In the Details panel for this Verse device,
# set this property to your Map Controller Device.
@editable
MyMapControllerDevice:map_controller_device = map_controller_device{}
# Runs when the device is started in a running game
OnBegin<override>()<suspends>:void=
# Wait before making a change.
Sleep(1.75)
# Adds the map controller to all `agent`s in the experience.
# If multiple map controllers are active for an `agent`, the one with the highest *Map Priority* is used.
MyMapControllerDevice.Activate()
# Wait before making a change.
Sleep(1.75)
# Returns the *Capture Box Size* (in meters).
MapCaptureBoxSize:float = MyMapControllerDevice.GetCaptureBoxSize()
Verse Library
verse
01 Using Map Controller In Verse
Activates a map controller for all agents and dynamically adjusts its capture box size.
extracted-snippets/documentation/en-us/fortnite-creative/using-map-controller-devices-in-fortnite-creative/01-using-map-controller-in-verse.verse
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