How can simple UE5 Blueprint features be replicated via Verse?

I’m hoping to swap out or add animations, meshes and sounds to Verse scripts. How can I spawn a skeletal mesh and set animations to play conditionally on a Verse script that inherits from ‘creative_device’?

I have scoured the documentation and tutorials on YouTube but found nothing covering this.

because what you can do with verse atm is rather limited, mostly game handling logic and interacting with built-in fortnite devices.

So there’s currently no way to build on top of the base class and spawn a skeletal mesh with a specific animation? The animated_mesh_device class allows users to set skeletal meshes and animations, so I assumed I could derive from this and change things via Verse.

afaik you can’t, what you can do is have multiple (props?) with different animations assigned and juggle them with hide (teleport to hidden location cause there’s no hide method…) :smiley:
but I’m just using uefn for a week or so and would be happy to be all wrong and corrected

Is it possible to edit or modify the default static mesh used for Verse scripts from in the script itself? Blueprints has this as a feature, but it doesn’t appear that I’m able to set class defaults for the device mesh unless I drag it into the world and change it there.

I don’t think so, check the api docs to see what’s possible

you can also ctrl+click on device class in vs code editor to go to definition and check what’s exposed

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Thank you! It looks like Verse is still very limited with what it can do. I hope the next step the UEFN developers take is to add simple features like class defaults, more control over vector math things and so on.

well, actually it’s so weird language that you might have good time learning with what’s already exposed :stuck_out_tongue:

I can see that! I’m really having a hard time adjusting to how limited it is by comparison to other scripts.

For instance, it is possible to spawn in an instance of a prop, but not set creative_prop and store the instance for later work.

    @editable var IdleMesh: creative_prop_asset = DefaultCreativePropAsset
    SpawnedIdleMesh: creative_prop = creative_prop{}

    OnBegin<override>()<suspends>:void=
        MeshInstance := SpawnProp(IdleMesh, WorldTransform)
        set SpawnedIdleMesh = MeshInstance(0)

Is it not possible to even do this, or am I going about this in the wrong way?