using { /Fortnite.com/Devices } using { /UnrealEngine.com/Temporary/Systems/World } using { /Verse.org/Simulation } # 1. Define our Device # This is the "Actor" sitting in your level. # Think of it like a Button Device, but smarter. ChaosButtonDevice = device: # 2. Variables (The Loot Pool) # These are the items that can spawn. # We define them as a list (array) of weapon IDs. WeaponPool := ["ItemID_CombatAssaultRifle", "ItemID_CombatShotgun", "ItemID_CombatSMG"] # 3. The Widget Reference # We need a place to store the widget so we can interact with it later. # In Verse, we often use a "Handle" to keep track of spawned objects. ChaosMenuHandle: handle = uninitialized # 4. The Main Logic Function # This runs when the device is initialized (spawns into the world) OnBegin(): void = # --- PHASE 1: SPAWN THE UI --- # First, we need to actually create the widget. # We assume you have a widget blueprint named "ChaosMenu" in your Content Browser. # If you haven't made one, create a Widget Blueprint -> Modal Dialogue Variant. MenuWidget := CreateWidget() # --- PHASE 2: MAKE IT INTERACTIVE --- # This is the CRITICAL STEP. # We add the widget to the player's UI slot. # The argument `player_ui_slot{InputMode := ui_input_mode.All}` # is the "pen" we talked about earlier. It allows clicking. # Without this, the button is just a picture. ChaosMenuHandle := AddWidget(MenuWidget, player_ui_slot{InputMode := ui_input_mode.All}) # --- PHASE 3: BIND THE EVENT --- # Now we find the Button inside our widget and wire it up. # We assume your widget has a Button named "ChaosButton". # If your button is named differently, change "ChaosButton" below. Button := ChaosMenuHandle.GetWidgetByName