# We are creating a simple script that manages a particle effect.
# In a real UEFN project, you'd attach this to a Device.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
# This is our "Device" — the thing you place in the world.
# Think of it like a Trap or a Prop-Mover.
test_device := class(creative_device):
# We need a reference to the VFX Spawner device we place in the editor.
# In UEFN, use a vfx_spawner_device (found in the Creative device library)
# and assign it here via the Details panel.
@editable
Emitter: vfx_spawner_device = vfx_spawner_device{}
# We need a reference to the Trigger device that detects players.
# Place a trigger_device on your island and assign it in the Details panel.
@editable
Trigger: trigger_device = trigger_device{}
# This runs once when the game starts.
OnBegin<override>()<suspends>: void =
# Connect our trigger to a function.
# When a player enters the zone, run 'OnPlayerEnter'.
# TriggeredEvent fires when any agent (player) activates the trigger.
Trigger.TriggeredEvent.Subscribe(OnPlayerEnter)
# This is the event handler.
# 'Agent' is the person who walked into the zone.
Verse Library
verse
01 Device
Activates a particle effect whenever a player walks into a designated trigger zone.
verse-library/particle-update/01-device.verse
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