using { /Fortnite.com/Devices } using { /UnrealEngine.com/Temporary/Symbols } # This is our "Device" - the brain of our operation. # Think of it like a Scoreboard Device, but smarter. script MyPlaySpaceValidator: Device { # VARIABLES: The "Loot" we care about. # A "Handle" is like a remote control for an Entity. # We need handles to our floating platforms. Platform_A: Entity = ? Platform_B: Entity = ? # CONSTANTS: The rules of the universe. # Max jump height is roughly 100 units. # If a platform is higher than this, players can't reach it without help. const MAX_JUMP_HEIGHT: float = 100.0 # FUNCTIONS: The "Actions" our device takes. # This function checks if a platform is reachable. .Is_Reachable(Platform: Entity) -> bool: # Get the Transform (Position/Rotation) of the platform. # Think of Transform as the platform's "GPS Coordinates". Transform: Transform = Platform.Get_Transform() # Get the Y (Height) value from the Transform. Height: float = Transform.Get_Location().Get_Y() # If the height is less than our max jump, it's reachable. return Height <= MAX_JUMP_HEIGHT # EVENTS: When does this code run? # "On Begin Play" is like when the match starts and the bus flies over. .On Begin Play() -> void: # Let's check Platform A. if Platform_A != ? and Platform_B != ?: # Call our function for Platform A. A_Reachable: bool = .Is_Reachable(Platform_A) B_Reachable: bool = .Is_Reachable(Platform_B) # Print results to the debug console. # This is like checking your elimination feed. if A_Reachable: Print("Platform A: Reachable by jump.") else: Print("Platform A: TOO HIGH! Need ATK Awning.") if B_Reachable: Print("Platform B: Reachable by jump.") else: Print("Platform B: TOO HIGH! Need ATK Awning.") else: Print("ERROR: Missing platforms in the Scene Graph!") }