using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Fortnite.com/Characters }
using { /UnrealEngine.com/Temporary/Diagnostics }
# This is our "Blueprint" for the Revenge Trap.
# The <public> tag means this device can be placed in the world.
revenge_trap_device<public> := class<concrete>(creative_device):
# --- EDITABLE ATTRIBUTES ---
# These are the variables that will show up in the editor panel.
# The @editable tag is the magic sauce.
@editable
DamageAmount : float = 50.0 # Default damage, like a standard shotgun blast
@editable
TriggerDelay : float = 1.5 # Seconds before the trap goes off
@editable
TrapSound : string = "Explosion" # The sound effect to play
# --- GAME LOGIC ---
# This runs when the game starts.
OnBegin<override>()<suspends>: void =
# We grab the player who triggered the trap (we'll assume a trigger zone for simplicity)
# In a real scenario, you'd bind this to a specific trigger event.
# For this demo, we just log the settings to prove they are readable.
# This line prints to the debug console what the current settings are.
# You can change the values in the editor, push, and see this print change!
Verse Library
verse
01 Device
Defines a trap device with editor-configurable damage, delay, and sound settings.
verse-library/fortnite-making-class-attributes-editable-in-uefn/01-device.verse
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