Verse Library verse

01 Fragment

Updates a text widget dynamically and handles button clicks to reset a collected loot counter.

verse-library/creating-ui-with-verse-in-unreal-editor-for-fortnite/01-fragment.verse

# This is a Verse file. We are creating a custom device.
# Think of this file as the "brain" for our UI gadget.

# 1. DEFINE THE DEVICE
# This tells UEFN that this file is a gadget you can place in the world.
LootTracker : Device =
    # This is where we connect our code to the visual widgets in the editor.
    # 'MyText' is the name of the Text Widget component you place in the editor.
    # 'ResetButton' is the name of the Button component.
    MyText : TextWidget = ""
    ResetButton : ButtonWidget = ""
    
    # 2. DEFINE THE VARIABLE (The Scoreboard)
    # 'loot_count' is our variable. It starts at 0.
    # 'mutable' means the number can change later.
    loot_count : int = 0

    # 3. DEFINE THE FUNCTION (The Action)
    # This function runs when the button is clicked.
    OnResetClicked := func (button: ButtonWidget) -> void:
        # Reset the variable back to zero
        loot_count = 0
        
        # Update the text on the widget to show the new count
        MyText.SetText("Chests Opened: {loot_count}")
        
        # Optional: Print to chat so you know it worked
        Print("Reset complete! Back to zero.")

    # 4. DEFINE THE EVENT (The Trigger)

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