# Ask Epic: Verse - March 28 @ 10:00 AM ET

**URL:** <https://forums.unrealengine.com/t/ask-epic-verse-march-28-10-00-am-et/1765393>\
**Category:** Announcements\
**Tags:** fortnite-creative, unreal-editor-for-fortnite, fortnite\
**Created:** [March 21, 2024, 5:06pm UTC](https://forums.unrealengine.com/t/ask-epic-verse-march-28-10-00-am-et/1765393 "2024-03-21T17:06:12Z")\
**Posts on this page:** 1\
**Showing post:** 23

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**Author:** ![deedeefactory](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/deedeefactory/32/921989_2.png) [@deedeefactory](https://forums.unrealengine.com/u/deedeefactory)\
**Post date:** [March 24, 2024, 10:51am UTC](https://forums.unrealengine.com/t/ask-epic-verse-march-28-10-00-am-et/1765393/23 "2024-03-24T10:51:58Z")

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1:✅  
Are there plans to create **Data Asset** from a **Verse class**?

2:✅  
We need to move a platform with an easing function or along a custom spline interpolation.  
Will it be possible in future to bind a custom interpolation function to the MoveTo() function ?  
it might look something like this:

```auto
MoveFunc(Start:vector3, End:vector3, Time:float):vector3=vector3{}
RotFunc(Start:rotation, End:rotation, Time:float):rotation=rotation{}
Prop.MoveTo(transform{}, 1.0, MoveFunc, RotFunc)

```

3:  
Are there any plans to make **verse events** visible in the editor in the same way that Fortnite devices do with **direct event binding**?

4:✅ [answered in thread]  
There’s a issue when two Verse devices declare each other, it crashes the editor (and doesn’t allow you to open the project !!)

> [@UEFN crashes when linking verse devices to eachother](https://forums.unrealengine.com/t/uefn-crashes-when-linking-verse-devices-to-eachother/1756330/6):
>
> This probably the result of circular reference loop This crash is produced because you declared your device as not optional @editable MathDev: math = math{} It mean, math{} are automatically instanced, when UEFN load the file verse/ even the editable is not set. if math contain the same declaration for the any name device, it like math → new instance of any name → new instance of math → new instance of any name → etc → etc → etc… finished by unreal crash. To avoid this, you can use option…

@Benjf29 found a solution by declaring the devices as **option**.. that’s logic ! but it wasn’t easy for someone with no programming background !

Is it a bug ?

5:  
Bitwise operators support ?

6:✅  
Any plans to scripting the editor with Python ?

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