# This comment block shows how Verse thinks about
# a placed prefab device at runtime.
# In practice, you drag the prefab into the level in
# the UEFN editor — you do not spawn it in Verse code.
# The snippet below shows how a Verse manager device
# can hold a reference to a creative_prop that was
# placed in the editor, so you can move or query it.
using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/SpatialMath }
# 1. Declare a manager device that lives in the World.
coliseum_manager := class(creative_device):
# 2. The Prefab is represented here as a creative_prop.
# Drag your placed Coliseum prefab into this slot
# in the UEFN Details panel.
# note: creative_prop is the closest real Verse type for
# a placed prop/prefab you reference from a device.
@editable
MyColiseum : creative_prop = creative_prop{}
# 3. OnBegin runs when the game starts.
# We log the prefab's current world position so we
# know it loaded correctly — like giving the Entity
# a name tag so we can find it later.
OnBegin<override>()<suspends> : void =
MyColiseum.Show() # Make sure the prefab is visible.
Log("Coliseum is in the game! You can see it. You can walk around it.")
Verse Libraryverse
01 Device
Activates and logs the position of a placed prefab when the game session begins.
verse-library/using-prehistoric-prefabs-in-fortnite-creative/01-device.verse