using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } # This is a comment. The game ignores these. # Think of them as notes you leave for your future self. # 1. The Decorator: This makes the device appear in the UEFN Creative Devices list. # Without this, your code is just a script running in the void. @editable # 2. The Class Definition: This is the blueprint for our device. # "ChaosButton" is the name we give to our custom device. ChaosButton := class(creative_device): # 3. The OnBegin Function: This runs when the device is initialized. # It's the "Start Game" button for this specific device. OnBegin(): # 4. Logging: This prints a message to the debug console. # It's like checking your kill feed to see if a trick worked. # "Print" sends the message to the debug log. Print("Chaos Button activated! Prepare for mayhem.") # 5. (Optional) Example Action: # Let's say we want to print the player's name who triggered it? # Actually, OnBegin happens for the *device*, not a specific player. # So, for now, we just stick to the activation message.