using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# Represents simplified race-progress logic for illustration purposes.
# RR devices handle this automatically in UEFN; this shows the concept in real Verse syntax.
race_progress_manager := class(creative_device):
# Bind these in the UEFN Details panel to your placed RR devices.
@editable StartFinishLine : trigger_device = trigger_device{}
@editable Checkpoints : []trigger_device = array{}
# Per-agent state tracked in parallel maps.
var AgentLap : [agent]int = map{}
var AgentLastCheckpoint : [agent]int = map{}
var AgentLapStartTime : [agent]float = map{}
OnBegin<override>()<suspends> : void =
# Wire the start/finish trigger.
StartFinishLine.TriggeredEvent.Subscribe(OnStartFinishCrossed)
# Wire every checkpoint trigger, capturing its index.
for (Index -> CP : Checkpoints):
CP.TriggeredEvent.Subscribe(
# note: spawn a task per checkpoint to handle the subscription with the captured index.
agent => { spawn { OnCheckpointCrossedAsync(agent, Index) } }
)
OnCheckpointCrossedAsync(Agent : agent, Index : int)<suspends> : void =
OnCheckpointCrossed(Agent, Index)
Verse Library
verse
01 Device
Tracks lap progress, checkpoints, and per-agent race state using trigger subscriptions and parallel maps.
verse-library/creating-rocket-racing-islands-in-unreal-editor-for-fortnite/01-device.verse
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