Verse Library verse

01 Standalone

Custom device that continuously monitors player camera directions to detect if they are looking at a specific target location.

verse-library/fortnite-how-to-check-if-a-player-is-looking-at-a-location/01-standalone.verse

using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Verse.org/Simulation }

# This is our device class. Think of it as the "brain" of the trap.
spyglass_trap_device := class(concrete creative_device):
    
    # @editable variables appear in the device settings in UEFN.
    # Threshold: How precise the "looking" needs to be. 
    # 0.95 = very precise (narrow cone), 0.5 = wide angle.
    @editable
    LookThreshold: float = 0.95
    
    # The location we want players to look at.
    # We will set this via code to a fixed point in the sky.
    TargetLocation: vector3 = vector3(0.0, 0.0, 1000.0)
    
    # This function runs automatically when the game starts.
    OnBegin<override>()<suspends>: void =
        # Infinite loop! This keeps checking forever.
        loop:
            # Get all players currently in the game.
            # GetPlayers() returns a list of all active players.
            players := Self.GetPlayspace().GetPlayers()
            
            for player in players:
                # Get the character model for this player.
                # Not all players might have a character loaded yet, so we check.
                if (character := player.GetFortCharacter()):

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