Verse Library verse

01 Fragment

Checks player inventory counts against recipe requirements to enable custom crafting logic.

verse-library/using-crafting-consumables-in-fortnite-creative/01-fragment.verse

using { /Fortnite.com/Devices }
using { /Unreal.com/Engine }
using { /Verse.org/Sim }

# This is our "Crafting Bench" entity.
# Think of it as the physical table the player stands next to.
actor CraftingBench : Actor() {
    
    # VARIABLES: The "Recipe"
    # These are constants because the recipe never changes for this bench.
    # Like a fixed storm timer, this is set once in the editor.
    const PartsNeeded : int = 3
    const SacNeeded : int = 2
    
    # The item we give back. 
    # In a real game, this might be a weapon or a special consumable.
    const RewardItem : ItemId = "SpicyIceCreamCone"
    
    # EVENTS: The "Trigger"
    # This event fires when a player interacts with this bench.
    # It's like the "Start" button on a device, but triggered by player input.
    event OnInteract(InteractingPlayer : Player) -> () {
        
        # STEP 1: CHECK INVENTORY
        # We need to see what's in the player's hand/slots.
        # Think of this as pausing the game to open their inventory menu.
        player_inventory := InteractingPlayer.GetInventory()
        
        # Get the count of specific crafting items.
        # This is like counting how many gold bars you have.

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