# This is our main script file. Think of it as the "Brain" of our device.
# STEP 1: Import the Modules (Open the Toolboxes)
# We need the Devices module to talk to standard Fortnite devices.
# This is usually imported by default, but it's good practice to be explicit.
using { /Fortnite.com/Devices }
# STEP 2: Import the Unreal Engine Module
# This is the new stuff! We are importing the 'Assets' module.
# This gives us access to functions like 'Create' or 'SetMaterial'
# that aren't available in standard devices.
using { /UnrealEngine.com/Assets }
# STEP 3: Define our Script
# This is the container for our logic.
MyAssetScript := script()
{
# We'll add our logic here later, but for now,
# just know that any function we write inside here
# can now use the tools from /UnrealEngine.com/Assets
# Example of what you WOULD do next (pseudo-code for context):
# OnBegin() is a function that runs when the game starts.
OnBegin() override() : void =
{
# If we had a reference to a Prop, we could do this:
# my_prop.SetMaterial(MyCustomMaterial)
# But for this tutorial, we just want to prove
# the modules are imported correctly.
Verse Library
verse
02 Fragment
Imports Unreal Engine asset modules and initializes a script container to execute setup logic on game start.
verse-library/how-to-use-unrealengine-api-module-declarations-in-verse-uefn/02-fragment.verse
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