using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/Systems/World }
using { /Verse.org/Simulation }
# 1. Define our Device
# This is the "Actor" sitting in your level.
# Think of it like a Button Device, but smarter.
ChaosButtonDevice = device:
# 2. Variables (The Loot Pool)
# These are the items that can spawn.
# We define them as a list (array) of weapon IDs.
WeaponPool := ["ItemID_CombatAssaultRifle", "ItemID_CombatShotgun", "ItemID_CombatSMG"]
# 3. The Widget Reference
# We need a place to store the widget so we can interact with it later.
# In Verse, we often use a "Handle" to keep track of spawned objects.
ChaosMenuHandle: handle<widget> = uninitialized
# 4. The Main Logic Function
# This runs when the device is initialized (spawns into the world)
OnBegin<override>()<suspends>: void =
# --- PHASE 1: SPAWN THE UI ---
# First, we need to actually create the widget.
# We assume you have a widget blueprint named "ChaosMenu" in your Content Browser.
# If you haven't made one, create a Widget Blueprint -> Modal Dialogue Variant.
MenuWidget := CreateWidget<ChaosMenu>()
# --- PHASE 2: MAKE IT INTERACTIVE ---
Verse Library
verse
01 Fragment
Creates and attaches a custom modal widget to players for interactive menu selection.
verse-library/making-widgets-interactable-in-unreal-editor-for-fortnite/01-fragment.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.