# Advanced LootGoblin.verse
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
LootGoblin := class(creative_device):
# A reference to the Collectible Object device in the scene.
# Drag your Collectible Object into this slot in the Verse panel.
@editable
CollectibleDevice : collectible_object_device = collectible_object_device{}
# A reference to another device in the scene.
# This is like a remote control pointed at the Item Granter.
# Drag your Item Granter device into this slot in the Verse panel.
@editable
MyGranter : item_granter_device = item_granter_device{}
# 'var' makes PlayerScore mutable so we can update it during gameplay.
var PlayerScore : int = 0
OnBegin<override>()<suspends> : void =
# Wire the collectible's built-in event to our handler function.
# Subscribe takes a function that matches the event's signature.
CollectibleDevice.PickedUpEvent.Subscribe(OnCollectiblePickedUp)
Print("System Online. Collectibles active.")
# This handler is called automatically by PickedUpEvent.
# 'agent' is the Verse type for any participant in the simulation,
# which includes players. Use it to target per-player devices.
Verse Library
verse
02 Device
Listens for collectible pickups and updates a global player score variable.
verse-library/using-collectible-object-devices-in-fortnite-creative/02-device.verse
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