VerseIsland
Feed Learn Leaderboard Guides Explore Search Docs Verse Library
Sign in
Feed Learn Leaderboard Guides Explore Search Docs Verse Library
Verse API › Devices · Up to Verse API · Devices · 835 of 1121 in Devices
Browse Verse API

Verse API reference page for the skilled_interaction_device class

Used to create a minigame which expects specific input timing from the player. Visuals may vary, but always feature a scrubber that moves from 0.0 to 1.0. Good and perfect zones are defined on the device, describing at what point the player must provide input to succeed.

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
enableable Implemented by classes whose instances can be enabled and disabled.

Members

This class has both data members and functions.

Data

Data Member Name Type Description
AdvanceAgentFromQueueEvent listenable(payload) Signaled when the agent moves from the queue into interacting. An agent enters the queue if BeginInteract is called for them but there is no room for them to begin an interaction given the current configuration. This event will fire when an agent who is waiting in that queue advances from it and begins an interaction, removing it from the queue
AllowDuplicatePlayerEntries ?logic Maps to the user option 'Allow duplicate Player Entries' If this is toggled while a queue exists then the queue will not be affected, but any new additions to the queue will use the new behavior. ie; if duplicate entries exist and this is set to true, the duplicate entries will not be removed but any new duplicates will be rejected.
BadInputTriggeredEvent listenable(payload) Signaled when the agent provides a bad input. Bad input occurs when input is provided while the scrubber is outside the Good Zone. Sends the agent that provided the input. Sends the float position of the meter scrubber from 0.0 to 1.0.
EmptyQueueEvent listenable(payload) Fired when the queue empties of all queued agents. The queue has to have at least one agent in it for this to fire. If BeginInteraction is called and a queue is not created, then this event will not be triggered.
FailureLimit ?int Maps to the 'Failure Limit' user option. Determines how many times a bad input can be provided before failing the minigame. Value is clamped between 0 and 5. Any modifications to this event will take effect the next time an interaction is started.
GoodInputTriggeredEvent listenable(payload) Signaled when the agent provides a good input. Good input occurs when input is provided while the scrubber is within the Good Zone (excluding the Perfect Zone). Sends the agent that provided the input. Sends the float position of the meter scrubber from 0.0 to 1.0.
GoodZoneSize ?float Maps to the 'Good Zone Size' user option. Sets the good zone's size as a ratio of the total meter. Value is clamped between 0 and 1. Any modifications to this event will take effect the next time an interaction is started.
InteractionCanceledEvent listenable(payload) Signaled when the interaction is interrupted. The interaction can be interrupted in several ways. * If the participating agent is eliminated or enters a downed state. * If Deactivate is called while the interaction is in progress. If Disable* is called while the interaction is in progress.
InteractionFailedEvent listenable(payload) Signaled when the agent fails the interaction. The interaction can be failed in several ways * If the number of bad inputs reaches the Failure Limit. * If the interaction has an Interaction Time Limit that expires.
InteractionStartedEvent listenable(payload) Signaled when the agent starts an interaction. Input is the agent which started interacting with the device.
InteractionSucceededEvent listenable(payload) Signaled when the agent succeeds at the interaction. The interaction is completed depending on the device's configuration. * Once the device's Success Target is reached. * Upon a perfect input if using Instant Success Perfect Behavior.
InteractTimeLimit ?float Maps to the 'Interact Time Limit' user option. Sets how long the player has to complete the interaction. Taking too long will result in failure. Value is clamped between 0 and 120 seconds. Any modifications to this event will take effect the next time an interaction is started.
LockOutOnFailTime ?float Maps to the 'Lock Out on Fail Time' user option. If a bad input is provided, the interact will lock for the amount of time set. Set to 0 to disable this function. Value must be greater than or equal to 0 Any modifications to this event will take effect the next time an interaction is started.
MaximumQueuedPlayers ?int Maps to the user option 'Maximum Queued players'. If queue size is changed while players are already queued, then entries will be removed from the list. ie; if you have a queue of 10 agents and then adjust the size to 6, then 4 agents will be removed from the queue. each of those agents will receive a AgentRemoveFromQueueEvent Can only be set to values greater than or equal to 0
MeterSpeed ?float Maps to the 'Movement Speed' user option. Determines how fast the meter moves across the interaction in percent per second. Value is clamped between 1 and 400. Any modifications to this event will take effect the next time an interaction is started.
NextInQueueExecutionDelay ?float Maps to the user option for 'Next In Queue execution Delay' Determines how much time to wait (0 being instant), before triggering the next interaction in the queue. When modified will take effect after the current interaction is completed. Can only be set to values greater than or equal to 0
PerfectInputTriggeredEvent listenable(payload) Signaled when the agent provides a perfect input. Perfect input occurs when input is provided while the scrubber is within the device's Perfect Zone. Sends the agent that provided the input. Sends the float position of the meter scrubber from 0.0 to 1.0.
PerfectZoneSize ?float Maps to the 'Perfect Zone Size' user option. Determines the perfect zone's size as a ratio of the good zone. Value is clamped between 0 and 1. Any modifications to this event will take effect the next time an interaction is started.
QueueAgentEvent listenable(payload) Signaled when the agent is put into the queue but has not started an interaction. If an agent skips the queue and is put directly into interacting, this event is skipped.
RemoveAgentFromQueueEvent listenable(payload) Signaled when the agent has been removed from the queue. This can happen in a few ways * An agent is removed without advancing into an interaction. * If Disable is called while an agent is in the queue. * The queue size is shrunk, causing agents to be removed.
SuccessTarget ?int Maps to the 'Success Target' user option. Sets how many successful inputs are required for the minigame to complete. Value is clamped between 0 and 5. Any modifications to this event will take effect the next time an interaction is started.
SynchronousPlayerLimit ?int Maps to the user option for 'Synchronous Player Limit'. If the queue is configured to be synchronous, this is the number of players that will interact at the same time before moving onto the next batch of agents in the queue. When modified, it will take effect on the next Interaction, and does not affect any active interaction. Can only be set to values greater than or equal to 0

You're reading a preview

The full reference is free for BrainDeadGuild Discord members — sign in to read it all, or open the original at the source.

Sign in with Discord — free for members Read the original at Epic Games

Sign in with your BrainDead.TV / BrainDeadGuild Discord account for full access.

Comments

    Sign in to vote, comment, or suggest an edit. Sign in
    📄
    Source
    Epic Games

    © Epic Games. Official Epic developer documentation, shown here as a reference with a link to the original. All rights remain with Epic Games. Terms ↗

    View original Sources & licensing
    Request removal
    Last updated May 14, 2026
    Keep exploring
    More in Devices · 835 of 1121
    Prev
    enable
    Next
    begininteraction 1
    Browse all files in this folder (A–Z)
    Next up
    • | [`creative_object`
    • | [`creative_device_base`
    • | [`enableable`
    • | [`BeginInteraction`
    • | [`BeginInteraction`
    • | [`ClearQueue`
    Related topics
    • Player Reference Device Devices
    • Player Reference Device Devices
    • Experience Settings Device Devices
    • Video Player Device Devices
    • Experience Settings Device Devices

    Related

    Open in graph →

    Related topics

    • Player Reference Device
    • Player Reference Device
    • Experience Settings Device
    • Video Player Device
    • Experience Settings Device
    VerseIsland · an archipelago of Verse & UEFN knowledge
    Learn Guides History About & Press Sources & Licensing Status

    Not affiliated with Epic Games. Fortnite, UEFN, Unreal Engine, and Verse are trademarks of Epic Games, Inc. Content is attributed to its source — see Sources & Licensing.