# This is a simple script for a Surfboard Race Start using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } # We declare our device class. # In UEFN, devices are placed in the editor and # referenced as editable properties — they cannot # be created with a .Create() call at runtime. surfboard_race_manager := class(creative_device): # 1. We define the "Trigger". # A trigger is an invisible box. # When a player enters it, it fires. # Drag a trigger_device onto this property in the UEFN editor. @editable MyStartTrigger : trigger_device = trigger_device{} # 2. We define the "Spawner". # This device creates the surfboard. # Drag a item_spawner_device onto this property in the UEFN editor. # note: UEFN exposes surfboard spawning through item_spawner_device; # set its Item property to the Surfboard item in the editor. @editable MySurfboardSpawner : item_spawner_device = item_spawner_device{} # OnBegin runs automatically when the island starts. OnBegin() : void = # 3. We connect them. # When the trigger fires, spawn the board. # This uses an "Event". An event is a signal. MyStartTrigger.TriggeredEvent.Subscribe(OnPlayerEnterTrigger) # This function runs every time a player enters the trigger. OnPlayerEnterTrigger(Agent : agent) : void = # Spawn the board at the spawner's spot MySurfboardSpawner.Spawn() # Optional: Tell the player "Go!" Print("A surfboard has appeared! Ride it!")