# This is a basic Verse script that listens for a player hitting a specific RR Checkpoint.
# Note: In the editor, you must link this script to the specific RR Checkpoint device.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# A Verse device that holds a reference to an RR Checkpoint placed in the editor.
# In the editor, drag your RR Checkpoint device into the 'MyCheckpoint' slot
# on this script's Details Panel.
checkpoint_listener := class(creative_device):
# 'MyCheckpoint' is the editor-facing property slot.
# rr_checkpoint_device is the real Verse type for the RR Checkpoint device.
@editable
MyCheckpoint : rr_checkpoint_device = rr_checkpoint_device{}
# OnBegin runs once when the game session starts.
# We use it to subscribe to the checkpoint's event.
OnBegin<override>()<suspends> : void =
# 'CheckpointReachedEvent' fires whenever any agent crosses this checkpoint.
# We subscribe to it here so our handler runs every time it triggers.
MyCheckpoint.CheckpointReachedEvent.Subscribe(OnCheckpointReached)
# This function is called automatically each time a player hits the checkpoint.
# 'Agent' is the Verse type for "whoever triggered the event."
OnCheckpointReached(Agent : agent) : void =
# Cast 'Agent' to 'player' so we can use player-specific APIs.
# The 'if' block only runs if the cast succeeds (i.e., it really is a player).
if (Player := player[Agent]):
Verse Library
verse
01 Device
Listens for agents crossing race checkpoints and processes the event for valid players.
verse-library/using-rocket-racing-checkpoint-devices-in-unreal-editor-for-fortnite/01-device.verse
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