# Import necessary libraries using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /Fortnite.com/Characters } # Define our device. This connects the code to the Map Indicator in the editor. # Think of 'MyMapIndicator' as a remote control for the device placed in the level. my_marker_device := class(creative_device): # This is a 'Variable'. It's a container that can hold different values. # Here, it holds the reference to the Map Indicator device we placed. # Wire this to your placed Map Indicator device in the UEFN editor. @editable Marker : map_indicator_device = map_indicator_device{} # Wire this to your placed Trigger device in the UEFN editor. @editable Trigger : trigger_device = trigger_device{} # This is a 'Function'. A block of code that performs a specific task. # 'OnBegin' runs automatically when the game starts. OnBegin() : void = # 'Print' outputs a message to the debug console. Good for testing. Print("Marker system initialized!") # Hide the marker at startup so it only appears on overlap. Marker.Disable() # Subscribe to the trigger's overlap events. # When a player enters, ShowMarker runs. When they leave, HideMarker runs. Trigger.TriggeredEvent.Subscribe(ShowMarker) # This function will be called when a player enters the trigger volume. # We'll link this to the Trigger Volume's TriggeredEvent above. ShowMarker(MaybeAgent : ?agent) : void = # Enable makes the map_indicator_device visible on the minimap. # map_indicator_device exposes Enable/Disable for runtime visibility control. Marker.Enable() Print("Goblin Hideout marker shown!") # This function hides the marker. HideMarker(MaybeAgent : ?agent) : void = # Disable removes the marker from the minimap. Marker.Disable() Print("Goblin Hideout marker hidden!")