Taking my first steps in UEFN, for context I’m a full-time Unity dev with some very basic UE4/5 exp.
I followed the verse tutorial for “Disappearing Platform on Touch” so I now have my Disappear_On_Touch verse device that has a device reference to a Color Changing Tile device.
Is there a way to group these together/parent these and save them in the content browser as a single piece of content that I can drag and drop onto a map as I please? Right now the only way I can figure out how to duplicate this is to parent the disappear_on_touch device to the color changing tile device in the outliner and then selecting + copy-pasting them.
This would work on a small scale but if I wanted 100+ of these disappearing floor tiles, that would result in a very cluttered 200+ objects in the outliner which seems like a nightmare for level organization. I would also ideally like to be able to make variants (a red variant that disappears in 2 seconds, a green variant that disappears in 4 seconds, etc) which would help speed up level design immensely.
Thank you for all the work you’ve put into UEFN! It seems like a very powerful tool and I really do believe it’ll change the gaming landscape with being able to create easily accessible experiences through fortnite!
There is no way to do what you are describing currently although we will be looking to provide a more functional ‘prefab’ editor in the future.
In the mean time I think there might still be a slightly more straightforward way to achieve what you are looking to build using Gameplay Tags.
If you drag a single Color Changing Tile Device into the level you can then add a ‘Verse Tag Markup’ component to it. If you create a green_tag in your Verse code you can now assign that tag to the device. You can then duplicate the device as many times as you like and place it around your level. And repeat those steps for however many colors you would like.
With your level set up like this you will only need one Verse device. In the OnBegin function of your device you can call GetCreativeObjectsWithTag(green_tag{}) and this will return an array of every green tile in the level. You can the register all the event subscriptions you need and perform different behaviour based of whether a tile has been assigned the green_tag or red_tag etc.
Hi Tom. When you get all the tagged objects in a game using GetCreativeObjectsWithTag(), how does it determine what order they are placed in the array? Is it in the order that the objects were placed down originally?
We do not attempt to compose any specfic the ordering for the array that function returns. So even if it seems consistent for a certain criteria at the moment we can’t guarantee it will always stay that way.