using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Verse.org/SceneGraph }
using { /Verse.org/Simulation/Tags }
using { /UnrealEngine.com/Temporary/Diagnostics }
# This is our main script. It runs when the game starts.
LootFinder := class(creative_device):
# When the game starts, this function runs automatically.
OnBegin<override>()<suspends> : void =
# 1. Get the Simulation Entity.
# Think of this as grabbing the "Battle Bus" of your island.
# GetSimulationEntity[] is a failable function, so we use 'if' to safely unwrap it.
if (SimEntity := GetSimulationEntity[]):
# 2. Define the tag we are looking for.
# We create a "tag type" called 'LootTag'.
# This is like defining the color red before you can paint with it.
LootTag := loot_tag{}
# 3. The Magic Line!
# We ask the Simulation Entity to find all descendants with the 'LootTag'.
# This returns an array of entities that carry the matching tag.
LootEntities := SimEntity.FindDescendantEntitiesWithTag(LootTag, loot_tag)
# 4. Loop through the results.
# 'for Entity in LootEntities' means "for every object found..."
for (FoundEntity : LootEntities):
# 5. Do something with the found entity.
# For this demo, we'll just print its name to the debug log.
Verse Library
verse
01 Device
Searches the scene and returns a list of all entities marked with a specific tag.
verse-library/get-all-entities-that-have-a-specific-tag-under-the-simulation-entity/01-device.verse
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