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# 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} |
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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", |
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#========================================================== | |
# 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 | |
# |
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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: |
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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 |
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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 |
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creature:=class<abstract>: | |
Stats:stats | |
Attack:attack | |
stats:=class: | |
Health:float | |
Shield:float | |
attack:=interface(): | |
Attack():void |
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# 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 |
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# 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(){} |
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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 |
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