How can you reference an attached actor or a component in Verse?

Aologies if it’s a bit too off-topic or hijacky but I feel like terminology is super important here, since we all have different backgrounds. If someone could help me clarify a couple things I would appreciate it a lot. (Background: I am very new to Fortnite and Creative, but I know a bit about UE and am quickly learning Verse).

This might seem pedantic but I really think it’s important for everyone, because we have three worlds converging here - the Unreal Editor, Fortnite Creative, and the new UEFN stuff - and we have access to a lot of things in UEFN that do not work correctly (or should be hidden in the Fortnite-ized Unreal Editor) but are TODO by Epic.

  1. Is it even possible to have an “Actor” in Fortnite? It seems no, an Actor is a UE thing that UEFN does not deal at all with yet. So what do people mean if they say “Actor” - a “creative_prop” probably? Or am I mistaken?

  2. What actually is “a component of” something? Is one referring to any Instance (in the Outliner) that is a child of another Instance, or by component do they mean e.g. the StaticMesh part of a creative_prop Blueprint?

  3. VerseTags seem nifty but what’s wrong with making your destroyable props all prop_manipulator_device? Does it not work as intended, can’t figure it out, or didn’t occur to you? Generally speaking, games will perform better if you re-use existing message systems rather than rolling your own system - in this case you could subscribe to all those events and have a more concise codebase. Or is there something I’m missing?

Again, apologies if pedantic - but these are genuine questions, I’m very keen to be less of a Fortnite newb :stuck_out_tongue:

Regardless, let us know how you go - sharing your results would be appreciated by many :smiley:

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