# This is a simple comment explaining the code.
# We are creating a function to handle the map.
OnBegin<override>()<suspends>: void =
# This line starts the map controller.
# It tells the device to wake up.
# note: map_controller must be declared as a @editable property
# on your creative_device class and wired to the Map Controller
# device in the UEFN Details panel before running this code.
map_controller.Enable()
# This line sets the zoom level.
# 1.0 is normal. 2.0 is zoomed in.
# note: ZoomScale is a float property set in the Details panel;
# map_controller_device exposes no runtime SetZoom API, so we
# activate the device and rely on the pre-configured zoom value.
map_controller.Activate(GetPlayspace().GetPlayers()[0])
# This line makes the map visible.
# Enabling the device causes the mini-map to appear for all players.
map_controller.Enable()
Verse Library
verse
01 Fragment
Activates a map controller device to enable visibility and configure zoom levels for the player mini-map.
verse-library/making-a-custom-mini-map-in-unreal-editor-for-fortnite/01-fragment.verse