# This is a simple Verse script that finds an object in the scene graph # and prints its name. It doesn't create terrain, but it shows how # Verse talks to the scene. using { /Fortnite.com/Devices } using { /UnrealEngine.com/Temporary/Simulation } # Define a simple device that can be placed in the world # This device will look for a specific object when the game starts Create_The_Landing_Zone_Device = device: # This is a "variable" that holds a reference to an object # Think of it like a "Target Lock" on a specific prop landing_spot: actor = actor: pass # We'll set this in the editor # This is an "Event" that runs when the game starts # Think of it like the "Battle Bus" leaving the plane On_Begin_Play <- (): # This checks if our target object exists if landing_spot.Is_Valid(): # This prints the name of the object to the debug screen # Think of it like a "Kill Feed" message, but for debugging Print("Landing spot found: ", landing_spot.Get_Display_Name()) else: Print("Landing spot not found! Check your scene graph.") # This is a "Function" that we can call from other devices # Think of it like a "Switch" that turns something on Setup_Landing_Spot <- (spot: actor): landing_spot = spot # This could be used to change the color or size of the terrain # But for terrain prefabs, you usually do this in the editor UI # because Verse isn't great at modifying large landscape meshes # dynamically. It's better for items, players, and triggers.