# We need to import the basic tools to talk to the game world
using { /Fortnite.com/Devices }
using { /UnrealEngine.com temporary/Engine }
# This is our main script, attached to the island
# Think of this as the "Game Master" entity
# It holds the state of the game
[CreateByRef]
var MainGame: {
# This variable is our "Current Theme"
# It’s like your current weapon slot.
# We start with "Medieval" (represented by 0)
CurrentTheme: int = 0
# This function is the "Rebirth Van"
# It takes no input, but it changes the world
# It's a "procedure" because it does something rather than returns a value
ApplyTheme() -> void:
# First, we hide the current theme
# If CurrentTheme is 0, we hide Medieval_Props
# If CurrentTheme is 1, we hide Cyber_Props
# We use a simple check, like deciding which path to take at a fork in the road
if (CurrentTheme == 0):
# Get the Medieval props group
# We assume we have a reference to this entity in our editor setup
# In a real build, you'd link this via the editor's "Variable" tab
Medieval_Props.SetVisibility(Visibility: Hidden)
# Now, show the Cyber props
# This is like swapping your shield potion for a chug splash
Verse Library
verse
01 Fragment
Toggles visibility of prop groups to switch between different visual themes during gameplay.
verse-library/humanities-arts-and-design-lesson-plans-in-fortnite-creative/01-fragment.verse
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