# This is the main script for our Obby Manager
# Think of this as the "Game Rules" document
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# A Verse device must be declared as a class that extends creative_device.
# Think of creative_device as the "base" that every Verse script in UEFN inherits from.
obby_manager := class(creative_device):
# 1. DEFINE VARIABLES (The Loot Pool)
# We need a counter to track coins.
# 'int' means Integer (a whole number, no decimals).
# 'CoinCount' is the name of our variable.
# It starts at 0.
# 'var' makes it mutable so we can change it later.
var CoinCount : int = 0
# We need to know how many coins are in the level total.
# This is a CONSTANT. It never changes.
# Think of it like the number of rings in Mario Kart: it's always 3.
TotalCoins : int = 5
# 2. DEFINE THE PLAYER START (The Respawn Point)
# We need to tell the code where to send players if they fall.
# We'll link this to a specific Player Start device in the editor later.
# '@editable' exposes the field so you can drag a device into it in UEFN.
@editable
PlayerStartDevice : player_spawner_device = player_spawner_device{}
Verse Library
verse
01 Device
Tracks coin collection, manages player respawn points, and exposes editor fields for drag-and-drop linking.
verse-library/build-your-own-lego-obstacle-course-in-fortnite-creative/01-device.verse
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