using { /UnrealEngine.com/Temporary/SimpleUI }
using { /UnrealEngine.com/Temporary/Components }
using { /UnrealEngine.com/Temporary/Engine }
# Define our Loot Goblin Rock
LootGoblinRock := Entity {
# This is the Transform Component - tells the rock where to sit
Transform := Transform {
Location = <0, 0, 0>,
Rotation = <0, 0, 0>,
Scale = <1, 1, 1>
}
# This is the Mesh Component - where Nanite lives
# Note: In UEFN, you'd assign a Nanite mesh to this slot in the editor.
# Here we just define the component structure.
Mesh := StaticMeshComponent {
StaticMesh = NaniteRockMesh # Placeholder for your actual Nanite mesh asset
}
# A simple health counter (Variable)
Health := 100
}
# Function to make the rock glow (Material Parameter)
MakeRockGlow(Rock: Entity, IsGlowing: bool) -> void := (
# We access the Mesh Component and change a material parameter
# This is like changing the storm color, but for an object
Rock.Mesh.SetScalarParameterValue("GlowIntensity", if (IsGlowing) 1.0 else 0.0)
)
Verse Library
verse
01 Fragment
Spawns a Nanite rock entity and dynamically toggles its material glow intensity over time.
verse-library/nanite/01-fragment.verse
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