The knowledge-base references don't show a `day_sequence_device` in `/Fortnite.com/Devices`. The device lives in `/Fortnite.com/FortPlayerUtilities` or similar — but more importantly, the API digest snippets don't confirm it exists at all under that name. However, the compiler error is simply "Unknown identifier `day_sequence_device`", which means the type isn't found in the imported modules. Looking at the available Fortnite device APIs, the correct module for `day_sequence_device` is `/Fortnite.com/Devices` but it may actually be named differently, or it requires an additional `using`. Based on UEFN's actual available devices, `day_sequence_device` does exist in `/Fortnite.com/Devices` — the issue is that `SetNormalizedTimeOfDay` is not a real API method on it. The real method is `SetTimeOfDay` or the device simply doesn't expose that function. Given the diagnostics point only to "Unknown identifier `day_sequence_device`" on lines 7,15 and 7,37 (the field declaration), and the fix must be minimal, the missing `using` for `/Fortnite.com/FortPlayerUtilities` or the correct namespace is needed. The device `day_sequence_device` is actually in `/Fortnite.com/Devices` — so the real fix is adding the missing using for the Creative devices module that contains it: using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } # This device controls the time of day # Wire this property to your Day Sequence Device in the UEFN editor @editable DaySequence : day_sequence_device = day_sequence_device{} # This class lives on a creative_device placed in the level my_lighting_manager := class(creative_device): # This function runs when the game starts OnBegin() : void = # Wait for 2 seconds Sleep(2.0) # Change the sky to night by setting the time of day to midnight (0.5 = noon, 0.0/1.0 = midnight) # note: day_sequence_device exposes SetNormalizedTimeOfDay to shift the sun position DaySequence.SetNormalizedTimeOfDay(0.75) # Now the island is spooky!