# This is a simple Verse script that finds an object in the scene graph
# and prints its name. It doesn't create terrain, but it shows how
# Verse talks to the scene.
using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/Simulation }
# Define a simple device that can be placed in the world
# This device will look for a specific object when the game starts
Create_The_Landing_Zone_Device = device:
# This is a "variable" that holds a reference to an object
# Think of it like a "Target Lock" on a specific prop
landing_spot: actor = actor:
pass # We'll set this in the editor
# This is an "Event" that runs when the game starts
# Think of it like the "Battle Bus" leaving the plane
On_Begin_Play <- ():
# This checks if our target object exists
if landing_spot.Is_Valid():
# This prints the name of the object to the debug screen
# Think of it like a "Kill Feed" message, but for debugging
Print("Landing spot found: ", landing_spot.Get_Display_Name())
else:
Print("Landing spot not found! Check your scene graph.")
# This is a "Function" that we can call from other devices
# Think of it like a "Switch" that turns something on
Setup_Landing_Spot <- (spot: actor):
landing_spot = spot
Verse Library
verse
01 Fragment
Defines a custom device that stores a landing spot actor and validates it on game start.
verse-library/using-terrain-prefabs-in-fortnite-creative/01-fragment.verse
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