How assign a vehicle_device_spawner to an player variable ?

How can I do this ?

Get the vehicle_spawner_device from this code :

@editable sedanVehicles : []vehicle_spawner_sedan_device = array{}

OnBegin<override>()<suspends> : void =
        for(vehicleSedan : sedanVehicles):
            vehicleSedan.AgentEntersVehicleEvent.Subscribe(assignVehicle)

assignVehicle(Agent : agent, vehicleSedan : vehicle_sedan_spawner_device):void =
  if(PlayerProfile := playersMap[Agent]):
    PlayerProfile.MySedanVehicle = vehicleSedan

Here the problem, by any way I absolutely CANNOT handle the vehicle spawner to save it into something (i’m talking about a vehicle the player has choosen).

If you have an idea, please tell me !
Thanks for your time.

I spent like 20 mins trying to find how to connect fort_vehicle with their devices but this seems to be working, you can then just utilize the fort_vehicle with the GetDevice() to save the device in the AgentMap


using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Vehicles }
game_manager := class(creative_device):

    @editable sedanVehicles : []vehicle_spawner_sedan_device = array{}
    
    var Classes :[]MyVehicleClass=array{}
    var AgentMap : [agent]vehicle_spawner_sedan_device = map{}
    @editable Trigger : trigger_device = trigger_device{}
    OnBegin<override>()<suspends> : void =
        Trigger.TriggeredEvent.Subscribe(Test)
        for(vehicleSedan : sedanVehicles):
            MyNewClass := MyVehicleClass{Device:=vehicleSedan}
            set Classes+=array{MyNewClass}
            MyNewClass.Start()

    Test(MAgent:?agent):void=
        Print("TRIG")
        if(Agent:=MAgent?,FC:=Agent.GetFortCharacter[],Veh:=FC.GetVehicle[]):
            Print("TRIG2")
            if(Vehi:=GetDevice(Veh)?):
                Vehi.DestroyVehicle()

    


    GetDevice(FortVehicle:fort_vehicle)<transacts>:?vehicle_spawner_sedan_device=
        for(VehicleDevice:sedanVehicles):
            for(AClass:Classes):
                if(AClass.Fort_Vehicle?=FortVehicle):
                    return option{AClass.Device}
                else. Print("ITS FALSE")
        false

MyVehicleClass:=class<unique>:
    var Device : vehicle_spawner_sedan_device  
    var Fort_Vehicle : ?fort_vehicle = false
    Start():void=
        Device.SpawnedEvent.Subscribe(VehSpawned)
        
        
    VehSpawned(FortVeh:fort_vehicle):void=set Fort_Vehicle=option{FortVeh}