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Movement Detector Device in Verse for UEFN
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| using { /Verse.org/Simulation } | |
| using { /UnrealEngine.com/Temporary/SpatialMath } | |
| using { /Fortnite.com/Devices } | |
| using { /Fortnite.com/Characters } | |
| movement_detector_device := class(creative_device): | |
| @editable | |
| MinimumMovementDistance : float = 100.0 | |
| OnBegin<override>()<suspends>:void = | |
| for(Player : GetPlayspace().GetPlayers()): | |
| OnPlayerAdded(Player) | |
| GetPlayspace().PlayerAddedEvent().Subscribe(OnPlayerAdded) | |
| OnPlayerAdded<private>(Player : player):void = | |
| spawn { CheckForMovement(Player) } | |
| CheckForMovement<private>(Player : player)<suspends>:void = | |
| if(FortChar := Player.GetFortCharacter[]): | |
| var OldPos : vector3 = FortChar.GetTransform().Translation | |
| loop: | |
| NewPos := FortChar.GetTransform().Translation | |
| Dist := Distance(NewPos,OldPos) | |
| if(Dist > MinimumMovementDistance): | |
| set OldPos = NewPos | |
| HandlePlayerMoved(Player) | |
| Sleep(0.1) | |
| if(not GetPlayspace().GetPlayers().Find[Player]) then break #player was removed | |
| HandlePlayerMoved(Player : player) : void = | |
| Print("Player Moved!") |
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Thanks! This is really useful