# This is a comment. It helps us remember what the code does.
using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/Diagnostics }
# We define a class that holds our Sedan Spawner device.
# In UEFN, devices are wired in the editor, not created in code.
# Think of this as naming the toy car box we already placed.
race_manager := class(creative_device):
# my-car-spawner is a variable that refers to the
# Sedan Spawner device we placed on the island.
# Wire this device in the UEFN editor Details panel.
@editable
my-car-spawner : sedan_spawner_device = sedan_spawner_device{}
# OnBegin runs automatically when the game starts.
# This is like pressing the "Go" button on your race track.
OnBegin<override>()<suspends> : void =
# We tell the spawner to activate and create the car.
# Enable() wakes up the device so it is ready to spawn.
# This is like saying "The car box is now open and ready."
my-car-spawner.Enable()
# SpawnVehicle() makes the car appear at the device's
# location and facing direction (orientation).
# The device's position and rotation are set in the
# editor, so the car faces the track automatically.
# This is the magic moment — the car pops into existence!
Verse Library
verse
01 Device
Activates and instantly spawns a sedan vehicle at a designated race track starting point.
verse-library/using-sedan-spawner-devices-in-fortnite-creative/01-device.verse
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