# KillRewards.verse
# This script listens for eliminations and upgrades the winner's weapon.
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Playspaces }
using { /Fortnite.com/Game }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# We define our main script here. Think of this as the "Brain" of the island.
# It must be a creative_device so UEFN can place it on the island as an actor.
KillRewards := class(creative_device):
# Step 1: Reference the Elimination Manager.
# In Verse, we declare a device property and then wire it up in the
# UEFN Details panel — drag your placed Elimination Manager into this slot.
@editable
EliminationManager : elimination_manager_device = elimination_manager_device{}
# Step 2: Per-player kill counter.
# We use a weak_map so entries are cleaned up automatically when a player leaves.
# var means the map itself can be replaced with an updated copy.
var KillCounts : [player]int = map{}
# OnBegin is the Verse entry point — called once when the game session starts.
OnBegin<override>()<suspends> : void =
# Step 3: Subscribe to the EliminationManager's elimination event.
# EliminatedEvent fires with an ?agent whenever a player
# is knocked out. We pass our handler as the subscriber.
Verse Library
verse
01 Device
Tracks player eliminations using an event from an elimination manager device to update per-kill counters.
verse-library/create-an-elimination-game-in-fortnite-creative/01-device.verse
Sign in free to read the full source 🌴
This Verse Library file is members-only. Create a free account to view the complete source and download the .verse file.