using { /Fortnite.com/Devices }
using { /Unreal.com/Engine }
# This is our main script. It's the brain of the button.
ChaosController := class(creative_device):
# We need a reference to the Button so we can listen for clicks.
ChaosButton: creative_device = creative_device{}
# We need a reference to the Channel Device to broadcast on.
RadioStation: channel_device = channel_device{}
# This function runs when the game starts. Good for setup.
OnBegin<override>()<suspends>: void =
# Let's listen for when the button is pressed.
# We bind to the Button's "Activated" event.
ChaosButton.ActivatedEvent += OnButtonPressed
# This function runs whenever the button is pressed.
OnButtonPressed<override>(player: player): void =
# TRANSMIT: This is the magic line.
# We are shouting on "Channel 1".
# The player who pressed it is also sent along (so devices can know WHO clicked).
RadioStation.TransmitEvent(1, player)
# This is a helper to make sure the script knows which devices are which.
# In UEFN, you usually drag-and-drop devices into these slots in the editor.
Verse Library
verse
01 Device
Broadcasts button activation events across devices using channels, eliminating physical cable wiring.
verse-library/using-channel-devices-in-fortnite-creative/01-device.verse