using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } # This is our Verse Device. Think of it as the "Director" script. # It lives in the Scene Graph (the world) and controls the show. TitleSequence := class(creative_device): # CONSTANTS: These are like Map Settings. Set once, never change. # How long does the black screen last? (In seconds) SplashDuration: float = 3.0 # VARIABLES: These are like Loot Drops. We fill them in the editor. # We need to tell Verse *which* camera is the intro camera. # The 'edit:' keyword means you can drag-and-drop the camera device # from your level into this field in the UEFN editor. @editable IntroCamera: cinematic_sequence_device = cinematic_sequence_device{} @editable TitleCamera: cinematic_sequence_device = cinematic_sequence_device{} # EVENTS: This is the trigger. Like the Battle Bus door opening. # This function runs automatically when the game begins. OnBegin(): void = # 1. Start with the Intro Camera active IntroCamera.Play() # 2. Wait for the splash duration # We use a timer to pause the script without freezing the game. # It's like waiting for the storm to shrink before moving. Sleep(SplashDuration) # 3. Switch to the Title Camera IntroCamera.Stop() TitleCamera.Play() # 4. Here is where you would trigger your "Press Start" UI # For now, we just log that the sequence is done. Print("Title Sequence Complete. Player is ready.")