using /Fortnite.com/Devices
# Our blueprint for the Spooky Trap
spooky_trap := class(device):
# Variable: Stores the reference to the Post Process device
# We will link this in the editor by name or reference
post_process_device: PostProcessDevice = PostProcessDevice{}
# Variable: Stores the reference to the Trigger Volume
trigger_volume: TriggerVolume = TriggerVolume{}
# When the island starts...
OnBegin<override>()<suspends>: void=
# Wait a frame to ensure devices are loaded
await GetWorld().GetTimer().Wait(0.0)
# Wire up the events.
# When a player enters the trigger, run 'MakeItSpooky'
trigger_volume.OnPlayerEnter += MakeItSpooky
# When a player leaves, run 'MakeItNormal'
trigger_volume.OnPlayerLeave += MakeItNormal
# The "Spooky" function
MakeItSpooky := func(player: Player): void=
# Activate the Post Process device
# This applies the green tint, vignette, etc. we set in the editor
post_process_device.Activate()
# The "Normal" function
MakeItNormal := func(player: Player): void=
Verse Library
verse
02 Standalone
Uses trigger volume events to automatically enable or disable environmental post-process visual filters.
verse-library/using-post-process-devices-in-fortnite-creative/02-standalone.verse
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