using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /UnrealEngine.com/Temporary/UI }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Verse.org/Simulation }
# This is our Boss Device. It holds the health logic.
boss_device := class(creative_device):
# VARIABLE: Health is a number that changes.
# Think of this like the Storm Timer. It starts high and goes down.
var Current_Health : float = 100.0
Max_Health : float = 100.0
# CONSTANT: The damage amount.
# Like a fixed damage value on a shotgun pellet.
Damage_Per_Tick : float = 10.0
# REFERENCE: A prop_manipulator_device placed in the editor whose
# StaticMeshComponent carries the health-bar Material Instance.
# Wire this in the UEFN editor's Details panel.
@editable
Health_Bar_Prop : creative_prop = creative_prop{}
# EVENT: When the game starts.
OnBegin<override>()<suspends> : void =
# Set initial health
set Current_Health = Max_Health
# Update the visual immediately so it starts full
Update_Health_Visual()
Verse Library
verse
01 Device
Manages boss health values and dynamically updates a material instance to display a visual health bar.
verse-library/create-interactive-materials-in-unreal-editor-for-fortnite/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.