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@LionGet
LionGet / Fortnite.digest.verse
Created March 10, 2024 19:16
UEFN Verse Digests v29
# Copyright Epic Games, Inc. All Rights Reserved.
#################################################
# Generated Digest of Verse API
# DO NOT modify this manually!
# Generated from build: ++Fortnite+Release-29.00-CL-32116959
#################################################
using {/Verse.org/Colors}
using {/UnrealEngine.com/Temporary/SpatialMath}
using {/Fortnite.com/Playspaces}
@LionGet
LionGet / gist:35d053c79b4009da56643e2a0433abda
Created November 21, 2023 14:51
How to clone an island
You create a new project in UEFN.
You close UEFN.
You navigate to the project you are cloning in File Explorer and copy the entire Plugins folder
Navigate to the new project in File Explorer
Delete the Plugins folder and paste in the Plugins folder from step 3.
Open the UEFNPROJECT in any text editor
Change the plugins.name from the new project's name to the name of the project you are copying
"plugins": [
{
"name": "OriginalIslandName",
@LionGet
LionGet / util.verse
Last active November 21, 2023 15:07
Extension of Teleporter Device - Teleport Agent to Location with Validation & Reattempts
#==========================================================
# Teleport Agent to Location with Validation & Reattempts #
#==========================================================
(Teleporter:teleporter_device).TeleportAgent<public>(Agent:agent,Translation:vector3,Rotation:rotation)<suspends>:void=
# MaxAttempts = How many times teleport will attempt to find a new location before failing
# **Warning: Each attempt increases function duration by 1 frame at minimum
# Radius = The radius of the area in which the teleport will reattempt to find a new location
MaxAttempts:int=3
Radius:float=50.0
#
@LionGet
LionGet / gist:9ac553289ba6a93554fd33d387efaa66
Last active November 6, 2023 01:36
Floating Damage Numbers
using { /Fortnite.com/Devices }
using { /Fortnite.com/Game }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /UnrealEngine.com/Temporary/UI }
using { /Verse.org/Assets }
using { /Verse.org/Random }
Materials := module:
using { /Fortnite.com/Devices }
using { /Fortnite.com/Game }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }
moving_direction := enum:
None
Front
Back
@LionGet
LionGet / arc_advance.verse
Created October 30, 2023 19:02
+1 on Zmak Move Prop In Arc
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Fortnite.com/Devices/CreativeAnimation }
using { /UnrealEngine.com/Temporary/SpatialMath }
ArcAdvanced := class<concrete>:
@editable TimeBetweenPoints : float = 0.1
@editable AmountOfPoints : int = 500
@LionGet
LionGet / gist:8a015d12ee3ba9e6f04631ed3be28957
Created October 22, 2023 17:44
Creature class with attack interface
creature:=class<abstract>:
Stats:stats
Attack:attack
stats:=class:
Health:float
Shield:float
attack:=interface():
Attack():void
# ULTIMATE UI
CreateUIForPlayer(Ultimate: int):canvas=
UltimateWidget.SetText(UltimateText(Ultimate))
MyCanvas : canvas = canvas:
Slots := array:
canvas_slot:
Anchors := anchors{Minimum := vector2{X := 0.4, Y := 0.7}, Maximum := vector2{X := 0.6, Y := 0.0}}
Offsets := margin{Top := 100.0, Left := 0.0, Right := 0.0, Bottom := 0.0}
Alignment := vector2{X := 0.5, Y := 0.5}
SizeToContent := false
@LionGet
LionGet / gist:9b6b7a25d4915bc2875bba50176c3bbe
Last active October 20, 2023 08:09
Boiler Plate animations for spell/ability activations
# ANIMATION DEVICE
animation_device := class(creative_device):
# EDITABLES
# Notes: Index0 = InitTransition | Index1 = ChargeUp | Index2 = CastComplete
@editable VFXarray : []creative_prop_asset = array{}
@editable SFXarray : []audio_player_device = array{}
# EVENTS
CancelEvent : event() = event(){}
@LionGet
LionGet / trap_device.verse
Last active October 19, 2023 22:17
Trap Mechanic
using { /Fortnite.com/Devices }
using { /Fortnite.com/Game }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }
trap_device := class(creative_device):
# Put all of your spawners in this array which maps fort_char to custom class
@editable Spawners : []player_spawner_device = array{}
# Trigger is the trap