# This is a comment. Verse ignores lines starting with #.
# We're making a simple Day/Night switch.
# 1. Define our Script. In UEFN, Verse logic lives inside a creative_device class.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# mood_sky_script is the container for our logic.
# It inherits from creative_device so UEFN recognises it as a placeable script device.
mood_sky_script := class(creative_device):
# 2. Variables: These are our "state trackers."
# CurrentMood is a boolean (true/false).
# Think of it like a light switch: On or Off.
# 'var' makes it mutable so we can toggle it later.
var CurrentMood : logic = true
# Reference to the skydome device placed on the island.
# Wire this up in the UEFN Details panel after placing the script device.
# skydome_device exposes EnableDayPhase / DisableDayPhase and
# fog controls we call below.
MoodSwitch : button_device = button_device{}
SkyDome : sky_dome_device = sky_dome_device{}
# OnBegin runs automatically when the game session starts.
# We use it to subscribe to the button's InteractedWithEvent.
OnBegin<override>()<suspends> : void =
# Connect the button's event to our handler function.
# Every time a player presses MoodSwitch, ChangeSkyMood fires.
Verse Library
verse
01 Device
Toggles between different sky dome atmospheric modes when players interact with a linked button device.
verse-library/using-skydome-devices-in-fortnite-creative/01-device.verse
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