# Import the necessary modules for devices and audio
import devices: {
TriggerVolume: class,
AudioPlayer: class,
}
# This is our main script. It will be attached to the Trigger Volume.
# Think of this as the "brain" of the trigger.
struct JumpScareTrigger struct {
# We need to reference the Audio Player device.
# This is like saying "I want to control the CD player in the other room."
audio_player: AudioPlayer
}
# This function runs when the script starts.
# It's like loading the map.
OnBegin<override>()<suspends>: void = {
# We don't need to do much here for a simple trigger,
# but this is where you could set up initial logic.
}
# This function runs when a player enters the trigger volume.
# 'player' is the person who stepped on the pressure plate.
OnActorBeginOverlap<override>(other: Actor)<suspends>: void = {
# Check if the thing that entered is a player.
# In Fortnite, players are "Pawn" actors.
if (other is Pawn) {
# PLAY THE SOUND!
# This tells the audio_player device to start playing.
# It’s like pressing the 'Play' button on the CD player.
Verse Library
verse
01 Fragment
Activates audio devices when player actors overlap a designated volume.
verse-library/using-audio-player-devices-in-unreal-editor-for-fortnite/01-fragment.verse
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