using { /Fortnite.com/AI }
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
# This is our "Manager" device. It lives in the scene graph.
# Think of it as the stage manager holding the clipboard.
PatrolManager := class(creative_device):
# These are "editables." They appear in the device properties panel.
# You drag-and-drop your placed devices into these slots in UEFN.
@editable
GuardSpawner: guard_spawner_device = guard_spawner_device{}
@editable
PatrolPath: ai_patrol_path_node_device = ai_patrol_path_node_device{}
# This function runs when the game starts (the "Bus" lands).
OnBegin<override>()<suspends>: void =
# Check if we actually have devices assigned (not empty)
if (GuardSpawner.IsSet() && PatrolPath.IsSet()):
# This is the magic line.
# We are telling the Guard Spawner to use the specific Path Node.
# In the editor, you just set "Spawn On Patrol Path" to Group 1,
# but this script ensures the link is active and ready.
# Note: In modern UEFN, often just setting the Group IDs in the
# editor is enough for basic paths. However, this script structure
# allows for advanced logic later (like changing paths dynamically).
Verse Library
verse
01 Device
Links a guard spawner to an AI patrol path node on game start to manage NPC patrol routes.
verse-library/fortnite-patrol-path-manager-v2/01-device.verse
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