using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/Diagnostics }
# Declare a tag so we can find the Trigger device inside the Prefab by name.
# In the UEFN editor, assign this tag to the Trigger device that sits
# inside the DisappearingPlatform Prefab.
tag_my_trigger := class(tag) {}
# creative_prop_component is the real base class for Verse components
# that control a creative prop (static mesh + collision).
# Hide() makes the prop invisible and non-collidable.
# Show() reverses that. Both are inherited from creative_prop_component.
DisappearingPlatformLogic := class(creative_prop_component):
# A variable to store how long the platform stays hidden.
@editable
HideDuration : float = 2.0
# This function runs when the game starts.
OnBegin<override>()<suspends> : void =
# Find the Trigger device inside our Prefab by its tag.
if (Trigger := GetCreativeObjectsWithTag(tag_my_trigger{})[0],
TriggerDevice := trigger_device[Trigger]):
# Infinite loop: re-arms itself after every hide/show cycle.
loop:
# Block here until a player steps on the trigger.
Agent := TriggerDevice.TriggeredEvent.Await()
# Wait for the hide duration, then toggle visibility.
Sleep(HideDuration)
Verse Library
verse
03 Standalone
Toggles a platform prop visibility and collision on trigger, creating dynamic disappearing platforms.
verse-library/create-a-platformer-with-scene-graph-in-unreal-editor-for-fortnite/03-standalone.verse
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