# In UEFN, characters are fort_character instances obtained from agents. # Clothing attachment is handled in Blueprints/UE5 before import; Verse # manages gameplay logic around those pre-configured assets. # This snippet shows how a Verse device would reference a pre-built # MetaHuman (spawned via a creature_spawner_device) and confirm the # cloth asset is live by checking the character's validity. using { /Fortnite.com/Devices } using { /Fortnite.com/Characters } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } # A device that watches for a character spawn and logs confirmation # that the cloth-configured MetaHuman is active in the scene. cloth_watcher_device := class(creative_device): # Wire this to a creature_spawner_device in the UEFN editor. @editable MetaHumanSpawner : creature_spawner_device = creature_spawner_device{} OnBegin() : void = # Wait for the spawner to produce a character, then verify it. MetaHumanSpawner.SpawnedEvent.Await() Print("MetaHuman with Chaos Cloth jacket is now active in the scene.") # NOTE: Parent-child cloth attachment is set up in UE5 before import. # The Chaos Cloth component runs automatically each frame on that asset; # no further Verse calls are needed to start the simulation.