using { /Fortnite.com/Devices }
using { /Unreal.com/Engine }
using { /Verse.org/Simulation }
# This is our main "Island" script.
# Think of this as the Game Director.
SeasonSwitcher := class(creative_island):
# These are our "Variables" (or Inventory Slots).
# We need to drag our gallery pieces here in the editor.
SpringGallery: creative_prop = ?
AutumnGallery: creative_prop = ?
# This is a "Constant" (a permanent rule).
# True means Spring is active, False means Autumn is active.
is_spring_active: bool = true
# This function runs once when the game starts.
# It's like the "Loading Screen" setup.
OnBegin<override>()<suspends>: void =>
# Initially, hide Autumn so only Spring is visible.
if AutumnGallery != ?
AutumnGallery.SetVisibility(false)
# If Spring exists, make sure it's visible.
if SpringGallery != ?
SpringGallery.SetVisibility(true)
# This function runs when the player presses the button.
# It's like the "Elimination Event" firing.
OnPlayerActivated<override>(player: player, button: creative_device_button)<suspends>: void =>
Verse Library
verse
01 Standalone
Toggles seasonal environment props visibility via button input to change island aesthetics dynamically.
verse-library/using-seasonal-galleries-in-fortnite-creative/01-standalone.verse
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