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Verse API reference page for the overlord_spire_device class

A boss-like environmental encounter that will attack players with different abilities

Verse using statement using { /Fortnite.com/Devices }

Inheritance Hierarchy

This class is derived from the following hierarchy, starting with creative_object:

Name Description
creative_object Base class for creative devices and props.
creative_device_base Base class for creative_device.

Exposed Interfaces

This class exposes the following interfaces:

Name Description
has_spire_functionality An interface for shared functionality between different spire devices

Members

This class has both data members and functions.

Data

Data Member Name Type Description
ActivateEvent listenable(payload) Triggers when the Spire becomes activated from players entering the Activation Distance
ActivationDistance ?float Determines the distance where approaching players activate the Spire. * Values are clamped between 500.0 and 10000.0 cm
BeamArc ?float Determines the distance/angle that the beam will travel * Values are clamped between 0.0 and 360.0 degrees
BeamCooldownTime ?float Determines the amount of time that the Spire must wait to use the beam attack after previously using it * Values are clamped between 0.0 and 60.0 seconds
BeamDamagePerSecondToBuildings ?float Determines how much total damage the beam attack does per second to buildings. * Values are clamped between 0.0 and 1000.0 * A portion of the damage is applied multiple times per second while a target is within the beam.
BeamDamagePerSecondToCreatures ?float Determines how much total damage the beam attack does per second to creatures. * Values are clamped between 0.0 and 1000.0 * A portion of the damage is applied multiple times per second while a target is within the beam.
BeamDamagePerSecondToGuards ?float Determines how much total damage the beam attack does per second to guards. * Values are clamped between 0.0 and 1000.0 * A portion of the damage is applied multiple times per second while a target is within the beam.
BeamDamagePerSecondToPlayers ?float Determines how much total damage the beam attack does per second to players. * Values are clamped between 0.0 and 1000.0 * A portion of the damage is applied multiple times per second while a target is within the beam.
BeamDamagePerSecondToVehicles ?float Determines how much total damage the beam attack does per second to vehicles. * Values are clamped between 0.0 and 1000.0 * A portion of the damage is applied multiple times per second while a target is within the beam.
BeamDamagePerSecondToWildlife ?float Determines how much total damage the beam attack does per second to wildlife. * Values are clamped between 0.0 and 1000.0 * A portion of the damage is applied multiple times per second while a target is within the beam.
BeamDuration ?float Determines how long the Spire takes to complete the beam attack * Values are clamped between 1.0 and 60.0 seconds
BeginBeamEvent listenable(payload) Triggers when the Spire begins charging up its beam attack
BeginHomingProjectileEvent listenable(payload) Triggers when the Spire starts spawning homing projectiles to fire
BeginScreamEvent listenable(payload) Triggers when the Spire begins to perform the scream.
BeginSlamEvent listenable(payload) Triggers when the Spire begins its slam attack
BeginSlamRecoverEvent listenable(payload) Triggers when the Spire begins trying to recover from the slam attack, when the appendage weakpoint is stuck in the ground.
DeactivateEvent listenable(payload) Triggers when the Spire becomes deactivated, either from players leaving the Activation Distance
DestroyEvent listenable(payload) Triggers when the Spire is destroyed from damage or events * Includes the agent that destroyed it, if any.
EndBeamEvent listenable(payload) Triggers when the Spire finishes shooting its beam attack
EndHomingProjectileEvent listenable(payload) Triggers when the last homing projectile has exploded
EndScreamEvent listenable(payload) Triggers when the Spire has finished performing the scream
EndSlamEvent listenable(payload) Triggers when the Spire has finished recovering from the slam attack
EndSlamRecoverEvent listenable(payload) Triggers when the Spire finishes recovering from the slam attack and the appendage weakpoint is no longer stuck in the ground.
Health ?float The Spire's current health. Clamped between 0 and MaxHealth. * Setting this value does nothing if the Spire is destroyed.
HomingProjectileCooldownTime ?float Determines the amount of time that the Spire must wait to use the homing projectile attack after previously using it * Values are clamped between 0.0 and 60.0 seconds
HomingProjectileDamageCreatures ?float Determines how much total damage the homing projectile attack does to creatures. * Values are clamped between 0.0 and 10000.0
HomingProjectileDamageToBuildings ?float Determines how much total damage the homing projectile attack does to buildings. * Values are clamped between 0.0 and 10000.0
HomingProjectileDamageToGuards ?float Determines how much total damage the homing projectile attack does to guards. * Values are clamped between 0.0 and 10000.0
HomingProjectileDamageToPlayers ?float Determines how much total damage the homing projectile attack does to players. * Values are clamped between 0.0 and 10000.0
HomingProjectileDamageToVehicles ?float Determines how much total damage the homing projectile attack does to vehicles. * Values are clamped between 0.0 and 10000.0
HomingProjectileDamageWildlife ?float Determines how much total damage the homing projectile attack does to wildlife. * Values are clamped between 0.0 and 10000.0
HomingProjectileMaxSpeed ?float Determines the maximum speed that homing projectiles can accelerate to. * Values are clamped between 100.0 and 5000.0 meters per second
IsBeamAttackEnabled ?logic Determines if the Spire is able to use the beam attack. Setting this to false will not interrupt the attack if it is currently in progress.
IsHomingProjectileAttackEnabled ?logic Determines if the Spire is able to use the homing projectile attack. Setting this to false will not interrupt the attack if it is currently in progress.
IsScreamAttackEnabled ?logic Determines if the Spire is able to perform the scream attack. * The scream is an ability used when the spire drops below a health threshold. It performs an animation and events can be hooked up to it for things like spawning a wave of Guards to fight for it. * Setting this to false will not interrupt the ability if it is currently in progress.
IsSlamAttackEnabled ?logic Determines if the Spire is able to use the slam attack. Setting this to false will not interrupt the attack if it is currently in progress.
MaxHealth ?float The maximum health of this Spire.
MaximumTimeBetweenAbilities ?float Determines the maximum amount of time that the Spire must wait to use another ability after previously using one * The actual time to wait after each ability is chosen at random between this value and MinimumTimeBetweenAbilities * This is effectively a global cooldown across all abilities. * Values are clamped between 0.0 and 60.0 seconds
MinimumTimeBetweenAbilities ?float Determines the minimum amount of time that the Spire must wait to use another ability after previously using one * The actual time to wait after each ability is chosen at random between this value and MaximumTimeBetweenAbilities * This is effectively a global cooldown across all abilities. * Values are clamped between 0.0 and 60.0 seconds
NumberOfHomingProjectiles ?int Determines the number of homing projectiles that can be fired per attack. * Values are clamped between 1 and 20 projectiles
ShowMapIcon ?logic Determines if a Spire-specific icon should be displayed on the map while the Spire is spawned
SlamAttackDamageCreatures ?float Determines how much total damage the slam attack does to creatures. * Values are clamped between 0.0 and 10000.0
SlamAttackDamageToBuildings ?float Determines how much total damage the slam attack does to buildings. * Values are clamped between 0.0 and 10000.0
SlamAttackDamageToGuards ?float Determines how much total damage the slam attack does to guards. * Values are clamped between 0.0 and 10000.0
SlamAttackDamageToPlayers ?float Determines how much total damage the slam attack does to players. * Values are clamped between 0.0 and 10000.0
SlamAttackDamageToVehicles ?float Determines how much total damage the slam attack does to vehicles. * Values are clamped between 0.0 and 10000.0
SlamAttackDamageWildlife ?float Determines how much total damage the slam attack does to wildlife. * Values are clamped between 0.0 and 10000.0
SlamCooldownTime ?float Determines the amount of time the Spire must wait to use the slam attack after previously using it * Values are clamped between 0.0 and 60.0 seconds
SlamInitialRadius ?float Determines the radius that the slam attack initially affects before the shockwave spreads. * Values are clamped between 100.0 and 1000.0 meters
SlamRecoveryTime ?float Determines the amount of time it takes for the Spire to recover from the slam attack. * Values are clamped between 0.0 and 60.0 seconds * The higher the value, the longer the weakpoint is exposed.
SlamShockwaveDuration ?float Determines the time it takes for the slam attack's shockwave to reach the maximum radius. * Values are clamped between 1.0 and 30.0 seconds
SlamShockwaveMaxRadius ?float Determines the maximum radius that the slam attack's shockwave can spread * Values are clamped between 100.0 and 5000.0 meters
SpawnEvent listenable(payload) Triggers when the Spire is spawned, either from players entering the Activation Distance or by events.
TargetChangeEvent listenable(payload) Triggers when the Spire's player target is changed to a different player
WaitForAllProjectilesToSpawnBeforeNextAttack ?logic Succeeds if the Spire must wait until all projectiles have spawned before moving on to the next attack * Fails if the Spire will move on to the next attack when it finishes the spawning animation. * This setting is useful to make the encounter more challenging by allowing the Spire to shoot a large number of homing projectiles and to move on to another attack while they are still spawning

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    Last updated Jun 7, 2026
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    • | [`creative_object`
    • | [`creative_device_base`
    • | [`has_spire_functionality`
    • | [`ClearTarget`
    • | [`Destroy`
    • | [`Disable`
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