# This is a comment. The game ignores lines starting with #.
# 1. IMPORTS: Bringing in the tools we need.
# Think of this as opening your toolbox.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
# 2. THE CLASS: This is our "Blueprint" for the Score Manager.
# It’s like the rulebook for how this specific manager behaves.
score_manager_device := class(creative_device):
# 3. VARIABLES (The Changing Stuff)
# 'leaderboard' is a list that stores players and their times.
# It starts empty, like a blank scoreboard.
leaderboard: list<player_score> = []
# 'race_active' is a boolean (true/false).
# It’s like the storm timer: is the storm on? Yes/No.
race_active: bool = false
# 4. DEVICE REFERENCES (The Connections)
# We need to tell this script which Checkpoints to listen to.
# 'start_checkpoint' and 'finish_checkpoint' are placeholders.
# You will drag-and-drop your actual devices here in the editor.
start_checkpoint: race_checkpoint_device = create()
finish_checkpoint: race_checkpoint_device = create()
race_manager: race_manager_device = create()
# 5. FUNCTIONS (The Actions)
# 'OnBegin' runs once when the game starts.
Verse Library
verse
01 Device
Tracks race activity, records player lap times, and maintains an active leaderboard.
verse-library/car-racing-4-add-a-scoring-system-in-unreal-editor-for-fortnite/01-device.verse
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