using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/Diagnostics }
# This is our custom device blueprint.
# Think of it as a "Smart Music Remote" that we place in the level.
combat_music_switch := class(creative_device):
# @editable means you can change these settings in the editor panel.
# It's like the "dials" on a radio.
# The Guard Spawner that triggers the change.
@editable
EnemySpawner: guard_spawner_device = guard_spawner_device{}
# The Music Manager we want to control.
@editable
MusicController: music_manager_device = music_manager_device{}
# This is our "Light Switch" variable.
# It starts as False (Calm Mode).
is_panic_mode: bool = false
# This function runs when the device is first placed in the world.
# It's like the "Power On" button for your code.
OnBegin<override>()<suspends>: void =
# Subscribe to the spawner's "Spawned" event.
# This means: "Hey Spawner, tell me every time you make a new enemy."
EnemySpawner.SpawnedEvent.Subscribe(SpawnHandler)
# This is the function that runs when the event happens.
Verse Library
verse
01 Device
Switches between calm and combat music states when enemy spawners generate new threats.
verse-library/fortnite-ai-music-manager/01-device.verse
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