using { /Fortnite.com/Devices } using { /UnrealEngine.com/Temporary/Symbols } # Define our Component. # 'Device' is the interface that lets this script talk to a Button device. ChaosButton := device ( # This is the input from the physical button in the editor ButtonPressed: input , # This is the output we'll use to trigger effects (like spawning) # For this demo, we'll just use a simple output to trigger a sound or effect # But we'll handle the logic inside. EffectTriggered: output ) # The main logic function. # 'OnAdded' is called once when the game starts and this device is loaded. OnAdded := func (): void: # Listen for the button being pressed # 'Bind' connects the physical button input to our function ButtonPressed.Bind(func (event: button_pressed_event): void: # This runs every time the button is clicked! SpawnChaos() ) # Our custom function to handle the chaos SpawnChaos := func (): void: # Get the location of this device # We use 'GetTransform' to find where we are in the world SelfTransform := GetTransform() SelfLocation := SelfTransform.GetLocation() # Move up 200 units SpawnPos := SelfLocation + vec(0, 0, 200) # In a real UEFN project, you would use: # SpawnActor(Barrel, SpawnPos) # But since we can't import assets in this text box, # we will use a simple console print to prove it works. # This line is valid Verse for debugging print("CHAOS BUTTON ACTIVATED! Prop spawning at " + string(SpawnPos)) # If you had a sound device, you could do: # PlaySound(MySoundEffect)