using { /Fortnite.com/Devices }
MyDynamicGate := class(creative_object):
Gate: Attribute Evaluator = ?
# A variable to hold the required gold.
# This is a 'Variable': a container that holds a value that can change.
RequiredGold: int = 1000
OnBegin<override>()<suspends>: void=
# Initially, set the gate's requirement via code?
# Note: Attribute Evaluator properties are not directly editable in Verse easily.
# So, we stick to the Editor setup for the base check.
# But we can use Verse to *override* the behavior if needed.
# For this tutorial, the Editor setup is sufficient.
# The Verse part is just to show you how to bind the result.
# Bind the Pass event to open the door
Gate.PassEvent:Bind(
func(self):
# Find the door
door := self.GetWorld().FindDevice[Prop Mover]("BossDoor")
door.Activate()
)
Verse Library
verse
02 Standalone
Binds an attribute evaluator pass event to dynamically locate and activate a door device by its assigned name.
verse-library/using-attribute-evaluator-devices-in-fortnite-creative/02-standalone.verse