# In UEFN, characters are fort_character instances obtained from agents.
# Clothing attachment is handled in Blueprints/UE5 before import; Verse
# manages gameplay logic around those pre-configured assets.
# This snippet shows how a Verse device would reference a pre-built
# MetaHuman (spawned via a creature_spawner_device) and confirm the
# cloth asset is live by checking the character's validity.
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# A device that watches for a character spawn and logs confirmation
# that the cloth-configured MetaHuman is active in the scene.
cloth_watcher_device := class(creative_device):
# Wire this to a creature_spawner_device in the UEFN editor.
@editable
MetaHumanSpawner : creature_spawner_device = creature_spawner_device{}
OnBegin<override>()<suspends> : void =
# Wait for the spawner to produce a character, then verify it.
MetaHumanSpawner.SpawnedEvent.Await()
Print("MetaHuman with Chaos Cloth jacket is now active in the scene.")
# NOTE: Parent-child cloth attachment is set up in UE5 before import.
# The Chaos Cloth component runs automatically each frame on that asset;
# no further Verse calls are needed to start the simulation.
Verse Library
verse
01 Device
Monitors creature spawner events to confirm cloth-equipped characters have successfully loaded.
verse-library/creating-clothing-assets-for-unreal-editor-for-fortnite-using-unreal-engine/01-device.verse