# TitleSequence.verse # This script acts as the Director, controlling the flow of the title sequence. using { /Fortnite.com/Devices } using { /UnrealEngine.com/Temporary/Symbols } # We define our "Director" device. # Think of this as the control room for our mini-movie. Title_Sequence_Device := class(creative_device): # These are our "Actors" (the devices we control). # We use 'constant' for the splash camera because it never changes role. # We use 'editable' for the title camera so we can swap it out in the editor if needed. splash_camera: constant fixed_point_camera_device = create(fixed_point_camera_device) title_camera: editable fixed_point_camera_device = create(fixed_point_camera_device) # The UI element we designed earlier title_hud: editable hud_message_device = create(hud_message_device) # A timer to manage the flow. # Think of this like the Storm Timer: it counts down, then triggers an event. sequence_timer: timer = create(timer) # This function runs when the island starts. # It’s like the "Match Start" event. OnBegin(): void := begin # 1. Start with a black screen or splash. # We tell the splash camera to "Take Control" of the player's view. # This is like forcing the player to watch a cutscene. splash_camera.Set_Active(true) # 2. Wait for 3 seconds. # This is the "dramatic pause." sequence_timer.Wait(3.0) # 3. Switch the view to our Title Camera. splash_camera.Set_Active(false) title_camera.Set_Active(true) # 4. Show the HUD. # We set the HUD to visible. It’s like flipping a light switch. title_hud.Set_Is_Visible(true) # 5. Wait another 2 seconds, then... sequence_timer.Wait(2.0) # 6. End the sequence. # We deactivate the title camera. # This returns control to the player (or the next game state). title_camera.Set_Active(false) # Optional: You could trigger a "Start Game" event here # by activating a trigger device or changing the game mode. end