# We need to bring in the basic Verse tools
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Verse.org/Native }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Fortnite.com/Characters }
# This is our "Class". Think of it as a blueprint for our Smart Spawn system.
# It's like a specific type of Trap that has special powers.
# creative_device is the real base class for island devices in UEFN.
SmartSpawnSystem := class(creative_device):
# VARIABLES: These are our "Loot Pools".
# We store references to our devices here.
# @editable exposes them in the UEFN Details panel so you can
# drag-and-drop your placed devices directly onto these slots —
# no string-based lookup needed.
@editable
SpawnPad1 : player_spawner_device = player_spawner_device{}
@editable
SpawnPad2 : player_spawner_device = player_spawner_device{}
# cinematic_sequence_device is used here to drive a timed visual flash.
# For a true color-changing light you would use a light_controller_device;
# swap the type and calls below if you have one placed on your island.
# note: there is no generic "Light" device in public Verse APIs;
# cinematic_sequence_device is the closest built-in timed-effect device.
@editable
FlashSequence : cinematic_sequence_device = cinematic_sequence_device{}
Verse Library
verse
01 Device
References spawn pads and flash sequences to manage dynamic player spawning logic.
verse-library/level-design-best-practices-in-fortnite-creative/01-device.verse
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