# Import necessary libraries
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Fortnite.com/Characters }
# Define our device. This connects the code to the Map Indicator in the editor.
# Think of 'MyMapIndicator' as a remote control for the device placed in the level.
my_marker_device := class(creative_device):
# This is a 'Variable'. It's a container that can hold different values.
# Here, it holds the reference to the Map Indicator device we placed.
# Wire this to your placed Map Indicator device in the UEFN editor.
@editable
Marker : map_indicator_device = map_indicator_device{}
# Wire this to your placed Trigger device in the UEFN editor.
@editable
Trigger : trigger_device = trigger_device{}
# This is a 'Function'. A block of code that performs a specific task.
# 'OnBegin' runs automatically when the game starts.
OnBegin<override>()<suspends> : void =
# 'Print' outputs a message to the debug console. Good for testing.
Print("Marker system initialized!")
# Hide the marker at startup so it only appears on overlap.
Marker.Disable()
# Subscribe to the trigger's overlap events.
# When a player enters, ShowMarker runs. When they leave, HideMarker runs.
Verse Library
verse
01 Device
Hides a minimap indicator by default and reveals it only when players enter a specific trigger volume.
verse-library/using-map-indicator-devices-in-fortnite-creative/01-device.verse
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