# This is our main script file.
# It connects the button to the spawner.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# We declare our device class, which holds references
# to the devices we placed in the editor.
monster_squad_device := class(creative_device):
# These @editable fields let us drag our placed
# devices into the script from the UEFN Details panel.
@editable
CreatureSpawner : creature_spawner_device = creature_spawner_device{}
@editable
Button : button_device = button_device{}
# OnBegin runs automatically when the game starts.
# We use it to connect the Button to our function.
OnBegin<override>()<suspends> : void =
# Now we connect the Button to the function.
# When the button is pressed, we run StartSpawning.
Button.InteractedWithEvent.Subscribe(StartSpawning)
# We define a function called StartSpawning.
# A function is a reusable block of code.
# It receives the agent (player) who pressed the button.
StartSpawning(Agent : agent) : void =
Verse Library
verse
01 Device
Activates a creature spawner device when a player interacts with a creative button.
verse-library/using-creature-spawner-devices-in-fortnite-creative/01-device.verse
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