using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Playspaces }
using { /UnrealEngine.com/Temporary/Diagnostics }
# This is our "Device" class. Think of it as the blueprint for our Crafting Pad.
# Just like a Blueprint in UE, this defines what our object *is* and *does*.
CrystalCraftingPad := class(creative_device):
# Variables are like the stats on a piece of loot. They change during the game.
# Here, 'RequiredCrystalCount' is how many crystals (gold) the player needs to craft.
# Since Crystal is not a real Verse type, we track crafting cost as an int (e.g., gold bars).
RequiredCrystalCount: int = 1
# This function runs when a player enters the trigger volume.
# 'Agent' is the player who walked in.
OnPlayerEnter(Agent: agent): void =
# Step 1: Check if the agent is a valid fort_character.
# This is like checking if the bus is actually flying before you jump out.
if (Character := Agent.GetFortCharacter[]):
# Step 2: Check the player's health as a stand-in for inventory check.
# In real UEFN there is no HasItem API; we simulate the "has ingredient" check
# by verifying the character is alive (MaxHealth > 0 means they are active).
HasIngredients: logic = if (Character.GetHealth() > 0.0) then true else false
# Step 3: Make a decision based on the result.
# If HasIngredients is TRUE, we proceed. If FALSE, we do nothing.
if (HasIngredients?):
# Step 4: The Reward.
# In real UEFN there is no RemoveItem/GiveItem on agent directly,
Verse Library
verse
01 Device
Defines a reusable crafting pad device class that checks player entry and simulates ingredient validation.
verse-library/using-crystal-crafting-consumables-in-fortnite-creative/01-device.verse
Sign in free to read the full source 🌴
This Verse Library file is members-only. Create a free account to view the complete source and download the .verse file.