# This is a simple Verse script for a skydive zone # It shows how to use UEFN options using { /Fortnite.com/Devices } using { /UnrealEngine.com/Temporary/Diagnostics } using { /Verse.org/Simulation } # Our main game class that holds the devices # Devices are placed in the UEFN editor and bound here as properties skydive_example := class(creative_device): # 1. A Skydive Volume device placed on the island in the editor @editable SkydiveDevice : skydive_volume_device = skydive_volume_device{} # 2. A second Volume device used as the custom drop-zone shape # Drag any volume device from the editor into this slot @editable DropZoneVolume : volume_device = volume_device{} # 3. A HUD Controller device placed on the island in the editor @editable HudDevice : hud_controller_device = hud_controller_device{} # OnBegin runs automatically when the island starts OnBegin() : void = # 4. Tell the skydive device to use our custom-shaped volume # The skydive_volume_device reads the bounds of DropZoneVolume # at runtime, giving the drop zone a non-default footprint. # note: SetExternalVolume is not a runtime API; wire the # External Volume property in the device's Details panel in UEFN. Print("Skydive zone and map are ready!") # 5. Activate the HUD Controller so its layout settings apply # Move and resize options (minimap offset, inventory position, etc.) # are configured in the device's Details panel in UEFN editor. # note: HUD layout offsets are UEFN editor-only properties; # there is no runtime Verse API to set MinimapXOffset numerically. HudDevice.Enable()