using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Verse.org/Simulation/Tags }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /UnrealEngine.com/Temporary/Diagnostics }
# BUILD THE CAR PRIMITIVE — Part 1 of "Scene Graph: Car Primitive".
#
# A "car" in UEFN can mean two very different things. The real modular wheeled
# vehicle (engine + suspension + wheels) is built from `modular_vehicle_*`
# scene-graph components that are ALL Epic-internal in build 41.00 — a creator
# cannot assemble one from Verse. So we build the honest, creator-usable version:
# a PRIMITIVE. A primitive is just a placed prop (a mesh body) that we claim as
# "the car", find from Verse, and move on command. That is the foundation every
# later lesson builds on: colour it (Part 2), drive a camera into it (Part 3),
# and make it actually move under input (the capstone).
#
# We use TAG DISCOVERY (the proven working-island idiom) instead of @editable
# wiring: the car body is any placed prop carrying the `car_body_tag`, and the
# ignition is any button carrying the `car_ignition_tag`. Press the ignition and
# the car nudges forward — proof we have a live handle on a real placed prop.
# A tag is any class deriving from `tag`. Put the matching string on the actors
# in the editor (set the actor's Tags array) so Verse discovers them with no
# Details-panel binding.
car_body_tag := class(tag) {}
car_ignition_tag := class(tag) {}
car_build_primitive_device := class(creative_device):
Verse Library
verse
03 Device
Defines a custom tag class to discover placed car props in the scene graph.
verse-library/verse-car-build-primitive/03-device.verse
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