using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/Diagnostics }
# Define the component.
# creative_prop_component gives us Hide() and Show() for the attached prop.
DisappearingPlatformLogic := class(creative_prop_component):
# How long to wait before disappearing (seconds).
@editable
Delay : float = 1.5
# This runs when the component starts.
OnBegin<override>()<suspends> : void =
# We want to listen for players stepping on this object.
# We assume the Prefab has a Trigger Device tagged with tag_my_trigger.
# In the editor, add the tag "tag_my_trigger" to the Trigger device
# that is placed inside this Prefab.
if (Trigger := GetCreativeObjectsWithTag(tag_my_trigger{})[0],
TriggerDevice := trigger_device[Trigger]):
# This loop waits forever for a trigger event.
loop:
# Await fires each time a player steps on the trigger.
Agent := TriggerDevice.TriggeredEvent.Await()
# Wait a tiny bit so the player registers the step.
Sleep(0.1)
# Hide the platform (invisible + no collision).
Hide()
# Wait our set time before bringing it back.
Verse Library
verse
02 Standalone
Extends a prop component to automatically hide and show itself after a trigger event.
verse-library/create-a-platformer-with-scene-graph-in-unreal-editor-for-fortnite/02-standalone.verse
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