# Import the core Verse tools we need
using { /Verse.org/Verse }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Fortnite.com/Devices }
using { /Fortnite.com/Game }
using { /Fortnite.com/Characters }
# This is our main "Actor" - think of it as the container for our logic.
# It's like the Battle Bus that holds all the rules for this specific game mode.
# creative_device is the real base class for Verse scripts placed in a UEFN level.
hero_angle_script := class(creative_device):
# A VARIABLE is a container that holds a value that can change.
# Think of it like a loot drop: it might be a shield potion, a shotgun, or nothing.
# Here, we store the camera device so our script knows WHICH camera to control.
# Drag your placed Fixed Angle Camera into this slot in the Details panel.
@editable
CameraDevice : gameplay_camera_fixed_angle_device = gameplay_camera_fixed_angle_device{}
# A FUNCTION is a set of instructions the computer follows.
# Think of it like a Trap (e.g., a Spiky Trap). You trigger it, and it does a specific thing.
# Our function "LookUpAtPlayer" will run when someone spawns.
LookUpAtPlayer(Plr : player) : void =
# 'Plr' is the player who just spawned.
# We need to find where they are in the world.
# GetFortCharacter() gives us the in-world pawn for this player.
if (FortChar := Plr.GetFortCharacter[]):
# GetTransform() returns position, rotation, and scale together.
PlayerTransform := FortChar.GetTransform()
Verse Library
verse
01 Device
Points a placed camera toward a specific player for cinematic shots.
verse-library/low-angle/01-device.verse
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