using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# This is the main structure for our island logic.
# Think of this as the "Brain" of our platform system.
platform_vanisher := class(creative_device):
# 1. DEFINE THE VARIABLES
# We need to tell Verse which devices we are controlling.
# @editable means we can drag-and-drop devices from the editor into these slots.
# This is safer than hard-coding names, and it's how Verse actually resolves
# device references at edit time.
# Here, we define the trigger zone.
# trigger_device is the real Verse type for the Trigger Device in UEFN.
@editable
PlatformTrigger : trigger_device = trigger_device{}
# Here, we define the platform itself.
# creative_prop is the real Verse type for a placeable Static Prop in UEFN.
@editable
MyFloatingPlatform : creative_prop = creative_prop{}
# 2. DEFINE THE ENTRY POINT
# OnBegin runs automatically when the game session starts.
# This is where we wire up our event listener so it is ready before
# any player can step on the platform.
OnBegin<override>()<suspends> : void =
# Subscribe to the TriggeredEvent on the trigger device.
Verse Library
verse
01 Device
Custom device class that detects player triggers to hide a platform during gameplay.
verse-library/the-zone-a-player-enters-when-landing-on-the-platform/01-device.verse
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