# This is a simplified conceptual representation of the End Game logic. # In real UEFN, you drag and drop devices, but this shows the relationships. end_game_device := End_Game() # 1. Set the scope: Do we end just this round, or the whole game? # Think of this like choosing between "Restart Match" or "Return to Lobby" end_game_device.Set_End_Scope(End_Scope::Round) # 2. Define the winner. # If the timer runs out, who takes the trophy? # Let's say Team 1 (Blue) wins by default if time runs out. end_game_device.Set_Winner(Team::Team1) # 3. The Trigger. # We need to connect this to a Timer. # In Verse, this is an "Event." An event is like a "Ping" on the minimap. # When the Timer fires, it pings the End Game device. # This is the "Binding" part. # When Timer_Device.Timer_Ends_Event fires, call end_game_device.End() Timer_Device.Timer_Ends_Event.OnEvent += func(event: Timer_Ends_Event_Data): end_game_device.End()