using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# This is our Verse Device. Think of it as the "Director" script.
# It lives in the Scene Graph (the world) and controls the show.
TitleSequence := class(creative_device):
# CONSTANTS: These are like Map Settings. Set once, never change.
# How long does the black screen last? (In seconds)
SplashDuration: float = 3.0
# VARIABLES: These are like Loot Drops. We fill them in the editor.
# We need to tell Verse *which* camera is the intro camera.
# The 'edit:' keyword means you can drag-and-drop the camera device
# from your level into this field in the UEFN editor.
@editable
IntroCamera: cinematic_sequence_device = cinematic_sequence_device{}
@editable
TitleCamera: cinematic_sequence_device = cinematic_sequence_device{}
# EVENTS: This is the trigger. Like the Battle Bus door opening.
# This function runs automatically when the game begins.
OnBegin<override>()<suspends>: void =
# 1. Start with the Intro Camera active
IntroCamera.Play()
# 2. Wait for the splash duration
# We use a timer to pause the script without freezing the game.
# It's like waiting for the storm to shrink before moving.
Sleep(SplashDuration)
Verse Library
verse
01 Device
Plays an intro camera, waits for a splash duration, and transitions to a title camera for game intros.
verse-library/making-a-title-sequence-in-unreal-editor-for-fortnite/01-device.verse
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