# 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()
)
PassEvent
eventPassEvent<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
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.