# This is the main script for our NPC's brain.
# It inherits from NPCBehavior, which means it has basic NPC powers.
struct SoldierBehavior : NPCBehavior {
# VARIABLES: These are our "inventory slots."
# TargetPosition is a Vector (X, Y, Z coordinates).
# We start with it set to (0,0,0) until we give it an order.
TargetPosition : vector = <0,0,0>
# IsMoving is a boolean (True/False).
# Like a light switch: on or off.
IsMoving : bool = false
# FUNCTION: This is our custom command.
# When we call this, the NPC will start walking.
MoveToTarget := func() {
# Check if we are already moving.
# If yes, do nothing (don't double up on orders).
if (IsMoving) {
return
}
# Set the flag to true. The NPC is now "busy."
IsMoving = true
# Tell the NPC to move to the stored TargetPosition.
# This uses a built-in NPC function called 'Move'.
Move(TargetPosition)
# We'll add logic to stop later, but for now, it just walks!
}
Verse Library
verse
01 Fragment
Implements an NPC movement behavior struct with state flags and frame-by-frame position checking.
verse-library/verse-starter-template-1-creating-npc-behavior-in-unreal-editor-for-fortnite/01-fragment.verse
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