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

# 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{}

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