# This comment block shows how Verse thinks about # a placed prefab device at runtime. # In practice, you drag the prefab into the level in # the UEFN editor — you do not spawn it in Verse code. # The snippet below shows how a Verse manager device # can hold a reference to a creative_prop that was # placed in the editor, so you can move or query it. using { /Fortnite.com/Devices } using { /UnrealEngine.com/Temporary/Diagnostics } using { /UnrealEngine.com/Temporary/SpatialMath } # 1. Declare a manager device that lives in the World. coliseum_manager := class(creative_device): # 2. The Prefab is represented here as a creative_prop. # Drag your placed Coliseum prefab into this slot # in the UEFN Details panel. # note: creative_prop is the closest real Verse type for # a placed prop/prefab you reference from a device. @editable MyColiseum : creative_prop = creative_prop{} # 3. OnBegin runs when the game starts. # We log the prefab's current world position so we # know it loaded correctly — like giving the Entity # a name tag so we can find it later. OnBegin() : void = MyColiseum.Show() # Make sure the prefab is visible. Log("Coliseum is in the game! You can see it. You can walk around it.")