using { /Fortnite.com/Devices }
using { /Verse.org/Random }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }
# This is our script. It attaches to a device in the UEFN scene.
StormChaserScript := class(creative_device):
# We need a reference to the storm device.
# Think of this as "equipping" the storm in our script's inventory.
# Drag your Basic Storm Controller into this slot in the Details Panel.
@editable
StormDevice : basic_storm_controller_device = basic_storm_controller_device{}
# The maximum number of centimeters the storm center can shift per move.
# Keeping this as a constant stops the storm from teleporting off the map.
MaxOffset : float = 5000.0 # 5000 cm = 50 meters in Unreal units
# OnBegin fires automatically when the game session starts.
# <suspends> means this function is allowed to sleep/wait mid-execution.
OnBegin<override>()<suspends> : void =
MoveStormRandomly()
# Packages the storm-movement logic into a reusable function.
# Call this from OnBegin, a button event, or a loop—your choice.
MoveStormRandomly() : void =
# 1. Get the storm controller's current world transform,
# then read the translation vector as our "current position".
CurrentTransform := StormDevice.GetTransform()
CurrentPos := CurrentTransform.Translation
Verse Library
verse
01 Device
Implements the main script class for controlling storm behavior, including device references and movement logic.
verse-library/using-basic-storm-controller-devices-in-fortnite-creative/01-device.verse
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