thanks for the reply and thoughts! I started doing a compromise and doing a version of this; I made a set of 30 “normal” collectibles and 10 “special” collectible objects that will start out hidden and away from the active playing area. Then when I need them to “spawn” into the level, I teleport and unhide them, like you were kind of mentioning. In verse I am storing the object and original location info together with classes.
One question, do empty props have a visual to them in the editor, so we can click or interact with them in the editor only?
I still think it could be more modular and nice if we could issue one built-in Fortnite device as the ‘blueprint’ or like a class in verse, so if we need to make changes we only need to change that original blueprint instead of many copies. And then that blueprint/class device can instantiate that object throughout the level. It gets kind of messy when you have to copy their triggering events or stuff that don’t copy over from duplicating (onCollected event I think it was), but I’m learning to handle more of this through verse than the details interface tab.