# This is a simple example of checking items # In real UEFN, you mostly use the device settings! using { /Fortnite.com/Devices } using { /Fortnite.com/Characters } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } crafting_station := class(creative_device): # Drag these devices into the slots in the UEFN editor @editable ConditionalButton : conditional_button_device = conditional_button_device{} @editable RewardGranter : item_granter_device = item_granter_device{} OnBegin() : void = # Listen for the event the conditional button fires when # all required items are present and the player presses it. # Configure the required items (Honey, Blue Mushroom, count 1 each) # in the Conditional Button device settings inside the UEFN editor. ConditionalButton.ItemRequirementPassedEvent.Subscribe(OnRecipeComplete) # Called when the conditional button confirms all ingredients are present OnRecipeComplete(Agent : agent) : void = Print("Recipe Complete!") # Grant the reward item configured in the Item Granter device settings RewardGranter.GrantItem(Agent)