I have a 50 barrel props in my level and I want to add a prop manipulator to each one of them (or have 1 prop manipulator with all the barrels managed by it).
How can this be done by code? I’ve already added a verse tag to my barrels and have access to all 50 of them from code like so:
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# A Verse-authored creative device that can be placed in a level
barrel_manager_device := class(creative_device):
@editable
PropManipulator : prop_manipulator_device = prop_manipulator_device{}
# Runs when the device is started in a running game
OnBegin<override>()<suspends>:void=
# Get tagged barrels
TaggedBarrels := GetCreativeObjectsWithTag(prop_barrel{})
for (TaggedBarrel : TaggedBarrels):
Print("Barrel found")
I don’t believe this is possible at the moment. What did you want to use the Prop Manipulator for? Maybe there is/will be a way to do it directly in Verse without using that Device.
Thanks @Dig_Squid for the reply. Basically I want to make each barrel breakable when the players hits it (so giving each barrel helath). And I wanted there to be a random chance for loop to drop out of the barrel once broken.
Just curious if there has been any updates since the original post to do something like this in Verse? I was basically wanting to do the same thing where I have one custom manipulator device that controls multiple objects so I can control their health and/or other properties without having to drop multiple Prop Manipulator devices into the scene, which would obviously count against the memory allocation.