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.
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
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