using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/Symbols }
# We are creating a device that changes the landscape material's "Blend Factor"
# when a player enters a trigger. Think of it like a storm circle that changes the terrain type.
class MudSlideDevice is Device()
# The trigger zone - like a kill box but for mud
MudTrigger: Trigger = Trigger()
# The landscape material we want to modify
# We need to expose this so we can change its parameters
MudMaterial: Material = Material()
# A parameter in the material named "MudIntensity" (0.0 to 1.0)
# 0.0 = Pure Grass
# 1.0 = Pure Mud
MudIntensityParam: string = "MudIntensity"
OnBegin<override>()<suspends>: void =
# Listen for players entering the trigger
MudTrigger.OnBeginOverlap.Subscribe(OnPlayerEnter)
OnPlayerEnter(overlap_event: TriggerBeginOverlapEvent)<suspends>: void =
# Get the player who entered
player := overlap_event.Actor.GetPlayer()
if (player != null):
# "Activate" the mud slide
# This is a simplified example. In reality, you'd usually
Verse Library
verse
01 Fragment
Device that modifies landscape material blend factors when players enter a trigger zone.
verse-library/landscape-material-layer-blending/01-fragment.verse
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