# This is a simplified example of how Verse interacts with scene objects.
# Note: Actual HLOD generation is an editor-side tool, not a runtime Verse function.
# This script shows how you might manage object visibility based on distance,
# mimicking the *effect* of HLODs for dynamic objects.
using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/VerseTypes }
# Define our "Tree" device
HLOD_Tree_Device := class(creative_device):
# A variable to store the distance threshold
# Think of this as the "Zoom Level" where the tree simplifies
LOD_Threshold: float = 1000.0 # Units away
OnBegin<override>()<sidescript>:
# When the game starts, we don't do anything yet.
# HLODs are pre-generated by the editor.
pass
# This event fires every frame
OnUpdate<override>()<sidescript>:
# Get the list of players
players := GetPlayers()
for player in players:
# Get player's location
player_loc := player.GetLocation()
# Get this tree's location
tree_loc := GetLocation()
Verse Library
verse
01 Device
Checks player distance and hides distant objects to optimize performance, supplementing automatic HLOD simplification.
verse-library/world-partition-hierarchical-level-of-detail/01-device.verse
Sign in free to read the full source 🌴
This Verse Library file is members-only. Create a free account to view the complete source and download the .verse file.