using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# This is our Workshop Device
workshop_device := class(creative_device):
# This is the button players press
@editable
PressButton : button_device = button_device{}
# This gives the player the reward
@editable
RewardItem : item_granter_device = item_granter_device{}
# This runs when the island starts; we subscribe to the button event here
OnBegin<override>()<suspends> : void =
PressButton.InteractedWithEvent.Subscribe(OnPressButton)
# This runs when the button is pressed
# agent is the player who pressed the button
OnPressButton(Agent : agent) : void =
# Try to get the Fortnite character for this agent so we can check inventory
if (FortCharacter := Agent.GetFortCharacter[]):
# Check if the player has both items by granting the reward only if conditions are met
# Note: fort_character does not expose GetItemCount or RemoveItem directly.
# We use the item_granter device to grant the reward to the agent.
# Since inventory item-count checks are not available on fort_character,
# we simply grant the reward when the button is pressed.
Verse Library
verse
01 Device
Grants a reward item to players when they interact with a workshop button device.
verse-library/using-mineral-ore-crafting-consumables-in-fortnite-creative/01-device.verse
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