# This is a simple example of checking items
# In real UEFN, you mostly use the device settings!
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
crafting_station := class(creative_device):
# Drag these devices into the slots in the UEFN editor
@editable
ConditionalButton : conditional_button_device = conditional_button_device{}
@editable
RewardGranter : item_granter_device = item_granter_device{}
OnBegin<override>()<suspends> : void =
# Listen for the event the conditional button fires when
# all required items are present and the player presses it.
# Configure the required items (Honey, Blue Mushroom, count 1 each)
# in the Conditional Button device settings inside the UEFN editor.
ConditionalButton.ItemRequirementPassedEvent.Subscribe(OnRecipeComplete)
# Called when the conditional button confirms all ingredients are present
OnRecipeComplete(Agent : agent) : void =
Print("Recipe Complete!")
# Grant the reward item configured in the Item Granter device settings
RewardGranter.GrantItem(Agent)
Verse Library
verse
01 Device
Grants an item when a player interacts with a button after meeting item requirements.
verse-library/using-wild-edible-crafting-items-in-fortnite-creative/01-device.verse