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

# 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.

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