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

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.

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