# Source URL: https://dev.epicgames.com/documentation/en-us/uefn/escape-room-11-teleporting-players-in-unreal-editor-for-fortnite
# Local doc: epic-docs/documentation/en-us/uefn/escape-room-11-teleporting-players-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=
Verse Library
verse
05 Teleporting Players After A Cutscene
A creative device that waits for a cinematic to stop, then teleports all current players to a target location.
extracted-snippets/documentation/en-us/uefn/escape-room-11-teleporting-players-in-unreal-editor-for-fortnite/05-teleporting-players-after-a-cutscene.verse
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