using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
# This is the main class for our device.
# Think of this as the "Blueprint" for our button.
struct RandomEffectButtonDevice : CreativeDevice {
# ---------------------------------------------------------
# 1. DEFINE OUR EDITABLE PROPERTIES
# These are the variables that will show up in the UEFN panel.
# ---------------------------------------------------------
# This variable controls WHICH effect happens.
# We use @editable to make it visible in the editor.
# We set a default value of 1 so it doesn't break on first place.
@editable EffectType : int = 1
# This variable controls HOW MUCH damage/healing happens.
# This is like the "Storm Damage" slider.
@editable PowerLevel : float = 50.0
# ---------------------------------------------------------
# 2. DEFINE THE LOGIC (The "Brain")
# This function runs when the device is initialized.
# ---------------------------------------------------------
OnBegin<override>()<suspends>: void = {
# We don't need to do much here, but we could log our settings.
# This is great for debugging!
Print("Device Started! Effect: {EffectType}, Power: {PowerLevel}")
}
Verse Library
verse
01 Fragment
Defines a UEFN device with editor-exposed properties for runtime adjustment of effect types and power.
verse-library/customize-device-properties-in-verse/01-fragment.verse
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