using { /Fortnite.com/Game }
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
# This is our main Game Mode. Think of it as the "Game Master" script.
squad_view_manager := class(creative_device):
# A reference to the UI Control Device that shows our WBP_SquadView widget.
# Wire this up in the UEFN level editor Details panel.
@editable
SquadUIDevice : hud_controller_device = hud_controller_device{}
# This function runs when the game starts.
# Think of this as the "Bus Ride" start phase.
OnBegin<override>()<suspends> : void =
# 1. Get all players currently in the session.
Players := GetPlayspace().GetPlayers()
# 2. Listen for when players are eliminated so we can react.
# This is like a "Trigger" that fires when someone steps on it.
for (Player : Players):
ListenForPlayerEliminated(Player)
# 3. Show the squad UI widget for every player via the HUD controller device.
for (Player : Players):
SquadUIDevice.Enable()
# A helper function that listens for a single player's elimination event.
ListenForPlayerEliminated(Player : agent)<suspends> : void =
Verse Library
verse
01 Device
Watches for player eliminations and uses a HUD device to dynamically manage squad information visibility.
verse-library/making-a-custom-squad-view-in-unreal-editor-for-fortnite/01-device.verse
Sign in free to read the full source 🌴
This Verse Library file is members-only. Create a free account to view the complete source and download the .verse file.