ComponentList := Entity.GetComponents()
for:
Component:ComponentList
do:
Print("done")
It does not work.
using { /Verse.org }
using { /Verse.org/Native }
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Verse.org/SceneGraph }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
A Verse-authored component that can be added to entities
mesh_collision_detection_component := class<final_super>(component):
Store the amount of damage to deal
DamageAmount : float = 900.0
OnSimulate<override>()<suspends>:void =
if( SimEntity := Entity.GetSimulationEntity[] ):
for (NiagaraEntity : SimEntity.FindDescendantEntitiesWithComponent(particle_system_component)):
# Get the mesh component and ensure it has collision enabled
if (MeshComp := mesh_component[NiagaraEntity]):
set MeshComp.Queryable = true
set MeshComp.Visible = true
loop:
# Subscribe to entity entered events
CollisionEntity := MeshComp.EntityEnteredEvent.Await()
for:
Component: CollisionEntity.GetComponents()
FortCharacter := fort_character [Component]
do:
if(Player := player [FortCharacter.GetAgent[]]):
FortCharacter.Damage (999.9)
Sleep(0.0)
Yep just checked and you’re right it doesnt work, seems to be an issue with the EntityEnteredEvent.Await() rather than the for
The digest states it should return an “entity” but it in fact seems to be returning $unknown
