PassEvent

event
PassEvent<public>: listenable(agent)

Signaled when the `agent` from `EvaluateAgent` passes the requirements specified by this device. Sends the `agent` originally passed to this device in `EvaluateAgent`.

Module
/Fortnite.com/Devices
Declared in
attribute_evaluator_device
Source
fortnite

Used in

# But we can use Verse to *override* the behavior if needed.
        
        # For this tutorial, the Editor setup is sufficient.
        # The Verse part is just to show you how to bind the result.
        
        # Bind the Pass event to open the door
        Gate.PassEvent:Bind(
            func(self):
                # Find the door
                door := self.GetWorld().FindDevice[Prop Mover]("BossDoor")
                door.Activate()
        )
GoldGate: Attribute Evaluator = ?

    # This function runs when the island starts.
    OnBegin<override>()<suspends>: void=
        # Connect the GoldGate's "Pass" signal to the BossDoor's "Activate" input.
        # If the player passes the check, the door opens.
        GoldGate.PassEvent:Bind(
            func(self):
                BossDoor.Activate()
        )
        
        # Connect the GoldGate's "Fail" signal to a sound or effect.
        # If the player fails, play a "Denied" sound.
        GoldGate.FailEvent:Bind(
            func(self):
                # In a real build, you'd play a sound device here.
                # For now, we just ignore it or log it.
                print("Access Denied: Not enough Gold!")
        )
        
        # IMPORTANT: We need to tell the Gate WHO to check.
        # We do this by connecting a signal TO the Gate.
        # Let's assume we have a Step Trigger that signals the Gate.
        # Since we can't connect devices in code easily without references,
        # we'll rely on the editor connections for the INPUT, 
        # but here we define the OUTPUTS.
        
        # Wait, in Verse, we usually handle the logic inside the device 
        # or bind events to external triggers. 
        # Let's refine: The Attribute Evaluator needs an input signal.
        # We will bind a Step Trigger's OnBegin to the GoldGate's input.
        
        # Note: In UEFN, you often connect devices in the editor.
        # But if you want to do it all in Verse, you bind the events.
        
        # Let's assume a StepTrigger named 'EntryPad' exists.
        # We will bind its signal to the Gate.
        EntryPad := self.GetWorld().FindDevice[Step Trigger]("EntryPad")
        
        # When the player steps on the pad, signal the Gate.