# This is a comment. It explains the code.
# We are making a simple check for memory.
# We define a device class. In Verse, logic lives inside a creative_device.
# The creative_device connects our code to the island.
memory_check_device := class(creative_device):
# OnBegin runs automatically when the game session starts.
# It is the first recipe the island follows.
OnBegin<override>()<suspends> : void =
# We create a fixed threshold to represent our warning level.
# Verse has no runtime memory-query API, so we track a prop count instead.
# note: UEFN exposes no Get_Memory_Usage() call at runtime; prop count
# is the closest in-code proxy a designer can act on.
PropWarningThreshold : int = 90
CurrentPropCount : int = 50 # replace with your actual tracked count
# We check if the count is too high.
# If it is over the threshold, we warn the player.
if (CurrentPropCount > PropWarningThreshold):
# We print a message.
# This message appears in the output log during Play-In-Editor.
Print("Island is getting full! Move some props.")
else:
# If it is safe, we say good job.
Print("Memory looks good! Keep building.")
Verse Library
verse
01 Device
Monitors prop count to warn designers about potential memory limits during island development.
verse-library/cell-memory-used-bar/01-device.verse