// We are defining a script that runs on an object (like the Trigger)
script class LightTrapScript:
// 1. VARIABLES: These are like your inventory slots.
// We need to connect to the device named "MainLight" in the editor.
// 'MainLight' must match the Name field in UEFN exactly.
MainLight: CustomizableLightDevice = CustomizableLightDevice(MainLight)
// 2. FUNCTIONS: This is our "Combo Move."
// It takes a 'Color' as input and changes the light.
// Think of 'Color' as the ammo you feed into the function.
func SetLightTo(color: Color) -> void:
// This line sends a signal to the device to change its color.
// It's like pressing the 'Change Color' button on the remote.
MainLight.SetColor(color)
// Optional: Log a message to the debug console to prove it worked.
#print(f"Light changed to {color}")
#event OnBegin():
#print("Trap armed! Waiting for players...")
#event OnStart():
#print("Script started.")
// 3. EVENTS: These are triggered by game actions.
// OnTriggered fires when someone walks into our Trigger Volume.
#event OnTriggered(Other: Actor):
// Check if the thing that triggered it is a Player.
if (Other.IsPlayer()):
Verse Library
verse
01 Fragment
Links a customizable light device to a trigger script, changing light color when players enter the volume.
verse-library/using-customizable-light-devices-in-fortnite-creative/01-fragment.verse
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