using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
# This is our main class. Think of it as the "Game Manager" device.
# It inherits from creative_device_base, which means it can hold other devices.
signal_remote_bailout := class(creative_device_base):
# @editable means you can change this value in the UEFN editor.
# We need a reference to the Signal Remote Manager we placed in the world.
@editable
MyRemoteManager : signal_remote_manager_device = signal_remote_manager_device{}
# We need a reference to the Teleporter that will save the player.
# Drag your Teleporter device into this slot in the editor!
@editable
BailOutTeleporter : teleporter_device = teleporter_device{}
# This is the "Event" that fires when a signal is received.
# It’s like the "Trigger" on a trap. When the remote is used, this runs.
OnSignalReceived : event(SignalId: int, Sender: agent): void =
# Check if the signal ID matches our "Bail Out" signal.
# Let's assume Signal ID 1 is our "Bail Out" button.
if SignalId == 1:
# Send the player to the teleporter.
# The teleporter handles the actual movement.
BailOutTeleporter.TriggerEvent()
# Optional: Tell the player they’re being rescued!
# This sends a message to the player who pressed the button.
Sender.SendHudMessage("Bailing out! See you at base.")
Verse Library
verse
01 Standalone
Listens for a specific signal remote ID and automatically triggers a linked teleporter to rescue players.
verse-library/using-signal-remote-manager-devices-in-fortnite-creative/01-standalone.verse