# Imports remain the same as the first script above.
# This version drives panic state through two editable float variables
# that the Widget Editor can bind to via View Bindings.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
PanicTimerLogic := class(creative_device):
@editable
TimerDevice: timer_device = timer_device{}
# ---------------------------------------------------------------
# These two variables are the "signal wires" going to the Widget.
# In the Widget Editor, bind TimerText's Color alpha/tint to IsPanic
# and bind its render scale to PanicScale using View Bindings.
# ---------------------------------------------------------------
# True => widget should show Panic styling (red, big)
# False => widget should show Calm styling (white, normal)
var IsPanic: logic = false
# 1.0 = normal size, 1.5 = panic size
var PanicScale: float = 1.0
OnBegin<override>()<suspends>: void =
TimerDevice.Start()
TimerDevice.SuccessEvent.Subscribe(OnTimerEnd)
spawn { RunUpdateLoop() }
Verse Library
verse
02 Device
Manages a countdown timer and exposes state variables to dynamically style a HUD widget based on remaining time.
verse-library/making-an-animated-timer-in-unreal-editor-for-fortnite/02-device.verse
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