# This is a comment. It explains the code. # We are making a simple check for memory. # We define a device class. In Verse, logic lives inside a creative_device. # The creative_device connects our code to the island. memory_check_device := class(creative_device): # OnBegin runs automatically when the game session starts. # It is the first recipe the island follows. OnBegin() : void = # We create a fixed threshold to represent our warning level. # Verse has no runtime memory-query API, so we track a prop count instead. # note: UEFN exposes no Get_Memory_Usage() call at runtime; prop count # is the closest in-code proxy a designer can act on. PropWarningThreshold : int = 90 CurrentPropCount : int = 50 # replace with your actual tracked count # We check if the count is too high. # If it is over the threshold, we warn the player. if (CurrentPropCount > PropWarningThreshold): # We print a message. # This message appears in the output log during Play-In-Editor. Print("Island is getting full! Move some props.") else: # If it is safe, we say good job. Print("Memory looks good! Keep building.")