using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/Symbols }
# This is our "Component" definition.
# It tells the engine what data this script needs.
ChaosButtonComponent := component (
# We need a reference to the world to spawn things
World: world,
# We need a reference to the transform (position/rotation) of this component
Transform: transform,
# A simple flag to know if the button was pressed
ButtonPressed: bool = false
)
# This is the main function. Think of it as the "Brain" of the component.
# It runs every time the game checks in (or when we tell it to).
main := func (component: ChaosButtonComponent) -> void:
# Check if the button has been pressed
# In a real device, we'd link this to an event, but for this demo,
# we'll simulate a press via a simple trigger logic below.
# If the button is pressed, we spawn a prop
if component.ButtonPressed == true:
# 1. Get the current position of the button
CurrentLocation := component.Transform.GetLocation()
# 2. Move it up by 200 units (so it doesn't spawn inside the button)
SpawnLocation := CurrentLocation + vec(0, 0, 200)
# 3. Pick a random prop type (Barrel, Crate, or Turret)
Verse Library
verse
01 Fragment
Component that spawns random game props at a specified offset when a boolean trigger condition is met.
verse-library/creating/01-fragment.verse
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