using { /Fortnite.com/Devices } MyDynamicGate := class(creative_object): Gate: Attribute Evaluator = ? # A variable to hold the required gold. # This is a 'Variable': a container that holds a value that can change. RequiredGold: int = 1000 OnBegin(): void= # Initially, set the gate's requirement via code? # Note: Attribute Evaluator properties are not directly editable in Verse easily. # So, we stick to the Editor setup for the base check. # But we can use Verse to *override* the behavior if needed. # For this tutorial, the Editor setup is sufficient. # The Verse part is just to show you how to bind the result. # Bind the Pass event to open the door Gate.PassEvent:Bind( func(self): # Find the door door := self.GetWorld().FindDevice[Prop Mover]("BossDoor") door.Activate() )