# This is a simplified example of how Verse interacts with scene objects. # Note: Actual HLOD generation is an editor-side tool, not a runtime Verse function. # This script shows how you might manage object visibility based on distance, # mimicking the *effect* of HLODs for dynamic objects. using { /Fortnite.com/Devices } using { /UnrealEngine.com/Temporary/VerseTypes } # Define our "Tree" device HLOD_Tree_Device := class(creative_device): # A variable to store the distance threshold # Think of this as the "Zoom Level" where the tree simplifies LOD_Threshold: float = 1000.0 # Units away OnBegin(): # When the game starts, we don't do anything yet. # HLODs are pre-generated by the editor. pass # This event fires every frame OnUpdate(): # Get the list of players players := GetPlayers() for player in players: # Get player's location player_loc := player.GetLocation() # Get this tree's location tree_loc := GetLocation() # Calculate distance (simple Euclidean distance) distance := (player_loc - tree_loc).Length() # If the player is FAR away, we could hide the dynamic version # (In reality, HLODs handle this automatically for static meshes) if distance > LOD_Threshold: # For dynamic objects, you might set visibility to false # to save performance, since HLODs don't apply to them. SetVisibility(false) else: SetVisibility(true)