# We are creating a script attached to the Trigger device.
# "this" refers to the Trigger itself.
using {
this
}
# This is our Function. Think of it as a custom move in your fighting game.
# We define it once, and call it later.
spawn_car := func():
# 1. Find the Spawner device by its name in the editor.
# 'Find' looks through the Scene Graph for an object named "Spawner_01".
spawner := Find<Device>("Spawner_01")
# Safety check: If we can't find the spawner, stop here.
# This prevents the game from crashing if we made a typo.
if (spawner == None):
return
# 2. Use the Spawner's built-in function to spawn the vehicle.
# 'Spawn' is a method that comes with the Vehicle Spawner device.
# It creates the car entity in the world.
spawned_vehicle := spawner.Spawn()
# 3. (Optional) Do something with the car immediately.
# For example, we could lock the doors or set a timer.
# Here, we just print a message to the debug console to prove it worked.
Print("Car spawned! Ready for war.")
# This is an Event. Events are like ears that listen for specific actions.
# OnBeginPlay runs once when the game starts.
Verse Library
verse
01 Fragment
Uses trigger overlaps to find a spawner device and dynamically create cars for gameplay.
verse-library/car-racing-3-add-vehicles-in-unreal-editor-for-fortnite/01-fragment.verse
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