# Import the UI module so we can talk to the HUD elements.
# Think of this as plugging into the electrical grid.
using { /Fortnite.com/UI }
using { /Fortnite.com/Devices }
using { /Fortnite.com/Playspaces }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Verse.org/Simulation }
# Define our actor. This is the "box" in the map that runs the logic.
test_stealth_mode_actor := class(creative_device):
# We need a reference to the Trigger Volume to know when someone enters.
# In a real build, you'd drag the Trigger Volume from the editor into this slot.
# For this example, we assume we have a trigger named "stealth_trigger".
@editable
stealth_trigger: trigger_device = trigger_device{}
# This function runs when the actor is created (when the map loads).
OnBegin<override>()<suspends>: void =
# 1. Get the HUD Controller.
# This is like finding the main breaker box for the screen.
HudController := GetPlayspace().GetHUDController()
# 2. Identify the Build Menu.
# This is the specific "name tag" for the build menu UI element.
BuildMenuId := creative_hud_identifier_build_menu{}
# 3. Listen for the trigger.
# When someone enters the box, we hide the menu.
# When they leave, we show it.
stealth_trigger.TriggeredEvent.Subscribe(OnTriggered)
Verse Library
verse
01 Device
Toggles the visibility of the build menu when players enter or exit a designated trigger zone.
verse-library/creative-hud-identifier-build-menu/01-device.verse
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