using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# We are defining a "Device" which is a reusable block of Verse logic.
# Think of it as a custom Device type you can place in your level.
title_sequence_device := class(creative_device):
# --- CONSTANTS: The "Locked" Settings ---
# These are like the fixed map boundaries. They don't change.
# We link this to a Fixed Point Camera in the editor.
# Drag your gameplay_camera_fixed_point_device from the level into this slot.
@editable
SplashCamera : gameplay_camera_fixed_point_device = gameplay_camera_fixed_point_device{}
# We link this to our Pop-Up Dialog Device in the editor.
# This is the "Loot Drop" container for our menu.
@editable
MenuDialog : popup_dialog_device = popup_dialog_device{}
# --- VARIABLES: The "Changing" State ---
# This is like the "Game State" flag. Is the game started or not?
# Starts as FALSE (game hasn't started).
var GameStarted : logic = false
# --- FUNCTIONS: The Actions ---
# This function is like a "Prop Mover" that moves the camera.
# It activates the splash camera sequence, waits, then shows the menu.
Verse Library
verse
01 Device
Controls custom start menu flow using splash cameras and pop-up dialog devices for player entry.
verse-library/title-sequence-4-creating-the-game-menu-in-unreal-editor-for-fortnite/01-device.verse
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