Verse Library verse

05 Teleporting Players After A Cutscene

Subscribes to a cinematic device stop event to automatically teleport all players once the cutscene finishes.

extracted-snippets/documentation/en-us/fortnite/escape-room-11-teleporting-players-after-a-cutscene-in-unreal-editor-for-fortnite/05-teleporting-players-after-a-cutscene.verse

# Source URL: https://dev.epicgames.com/documentation/en-us/fortnite/escape-room-11-teleporting-players-after-a-cutscene-in-unreal-editor-for-fortnite
# Local doc:  epic-docs/documentation/en-us/fortnite/escape-room-11-teleporting-players-after-a-cutscene-in-unreal-editor-for-fortnite.md
# Section:    Teleporting Players after a Cutscene
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
## A Verse-authored creative device that can be placed in a level
log_transporter_device := class(log_channel){}
transporter_device := class(creative_device):
@editable
CinematicSequence : cinematic_sequence_device = cinematic_sequence_device{}
@editable
Teleporter : teleporter_device = teleporter_device{}
@editable
PlayerSpawner : player_spawner_device = player_spawner_device{}
## Runs when the device is started in a running game
OnBegin<override>()<suspends>:void=
Print("Loading CutScene")
CinematicSequence.StoppedEvent.Subscribe(TeleportPlayers)
TeleportPlayers():void=
AllPlayers := GetPlayspace().GetPlayers()
for (Agent : AllPlayers):
Teleporter.Teleport(Agent)

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