# We are creating a new device called "SmartAccoladeDevice"
# This device inherits from the base Accolades device logic
# but allows us to customize the XP amount dynamically.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
# This is our custom device definition.
# Think of this as a blueprint for our XP machine.
SmartAccoladeDevice := class(creative_device):
# A variable to hold the XP amount.
# This is like a "slider" you can tweak in the editor.
# In game terms, this is the "value" of the loot drop.
@editable
XP_Amount: int = 100
# This is a "Function".
# A function is a set of instructions that runs when called.
# Think of it like a "Gadget" in your phone tool:
# you press a button, and it does a specific thing.
OnBegin<override>()<suspends>: void=
# When this device starts, we listen for interactions.
# We bind a function to the "InteractedWithEvent" event.
# This is like wiring a tripwire to an explosion.
# When someone touches the trigger, 'GrantXP' runs.
InteractedWithEvent.Await()
# The function that actually gives the XP.
GrantXP(InAgent: agent): void=
# We use the built-in 'award_accolade_device' to grant XP.
Verse Library
verse
01 Device
Awards configurable XP to players when they interact with a designated device.
verse-library/using-accolades-devices-in-unreal-editor-for-fortnite/01-device.verse
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