I need help with this configuration and VS Code. The built-in AI isn't helping me.

I’m creating a project named Prop_Hunt_Travel. I’ve already set up seven zones for props and hunters, one lobby, and one cabin for the Hunter.

Each zone has the following:

* One item granter named “Prop Item Granter” at Zone 1

* One damage volume device in each zone, named “Zone 1 Damage,” “Zone 2 Damage,” “Zone 3 Damage,” etc.

* One accolades device named “Prop Accolades” at Zone 2

* One item granter named “Prop Survival Item Granter” at Zone 2

* Four player spawn devices in each zone, named “Zone 1 Props Spawn,” “Zone 1 Props Spawn2,” “Zone 1 Props Spawn3,” “Zone 1 Props Spawn4,” “Zone 2 Props Spawn,” etc.

* One teleporter device in each zone, named “Zone 1 Teleporter,” “Zone 2 Teleporter,” etc.

* One prop-o-matic manager device named “Prop-O-Matic Manager” at Zone 2

* One audio device named “PropAudio” at Zone 2

* One VFX spawner device named “PropVFX” at Zone 2

* One team settings & inventory device named “Prop Team Settings & Inventory” (at Zone 2)

The Lobby Zone has the following:

Four `hud_message_device`s named “Games HUD Message Device,” “AFK Winter HUD,” “Hunter Trivia HUD Message Device (at the Cabin),” and “Lobby Trivia HUD Message Device.”

One `volume_device` named “AFK Volume Zone.”

Two `item_granter_device`s named “Coins Lobby Item Granter” and “Hunter Item Granter.”

A Cabin prefab for the hunter’s starting game spawn.

A `HUD_Controller_device` named “HUD Controller” at the Cabin.

One `accolades_device` named “Hunter Accolades” at the Cabin.

One `vending_machine_device` named “Hunter Boosts Vending” at the Cabin.

One `class_selector_device` named “Hunter Class Selector” at the Cabin.

Two `button_device`s named “Hunter Trivia Button (at the Cabin)” and “Lobby Trivia Button.”

Two `timer_device`s named “Props Hiding Time (at the Cabin 30s)” and “Games Timer Device (30min).”

Two `player_spawn_device`s named “Lobby Player Spawn (at Lobby)” and “Cabin Hunter Spawn (at Cabin).”

One `team_settings_&_inventory_device` named “Hunter Team Settings & Inventory (at the cabin hunter).”

One `teleporter_device` named “Cabin Hunter Teleporter (at the cabin).”

Device settings or details:

I require the full details of the settings with the latest update of December 2025 UEFN configuration.

Team number:

Hunter Team index 1

Prop Team Index 2

Rules and flow:

At the beginning, everybody joins the lobby. They can interact with a button for lobby trivia and an AFK zone, gaining coins to buy boosts at the Cabin (Hunter Spawn). Lobby trivia yields extra high rewards if answered correctly, and nothing if answered incorrectly. When the game starts, a Prop appears in one of the zones randomly, and the hunter appears at the Cabin. At the Cabin, there is also an interactive Vending Machine for boosts and a button for Hunter Trivia. Hunter Trivia grants temporary boosts, such as fast running, if answered correctly; nothing is gained if answered incorrectly. This trivia has a limit of one use per round (per transportation to another zone). The prop has 30 seconds to disguise itself with a prop-o-matic and has a 2-second animation to disguise with something related to winter holidays, angels, or snow effects. The hunter has to wait 30 seconds for the prop to hide. After 30 seconds, the hunter appears in the prop zone to hunt them and shoot with a weapon named night_hawk_l7. Hunters cannot see prop health bars or use aim assist. Health bars will not appear if a prop is disguised; hunters need to find them! The maximum number of players will be 32 per map. The game time will be 30 minutes, with rounds changing zones every 10 minutes. If the hunter team eliminates all props, the game is over, and the hunter team wins a medium reward of gold and XP. When a hunter eliminates a prop with a weapon, the hunter gains a small amount of gold and XP. When props are eliminated with a weapon, they join the hunter team to help finish the game. If props survive each round after 10 minutes, they gain a medium reward of gold and XP. If props survive for a full 30-minute game, they gain a high reward of gold and XP. When the 10-minute timer is up and there are still props alive, they need to find a randomly appearing teleporter in the zone to go to the next zone before a damaging volume activates. This volume will have effects like lava, floods, or meteors, something that will kill all players if they do not reach the teleporter. If props are killed with damage, the volume automatically goes to the hunter team, but they do not get the survival round reward of 10 minutes. Damage volume eliminates immediately. They have 30 seconds to try to find the teleporter. Also, a HUD message should pop up for the entire game that needs to show, so everybody understands the game and what it is. I want the AI to help me set up messages by themselves or provide some samples.

All players cannot destroy anything on the map, cannot build, cannot see resources, and teams cannot hit each other, like everything fair and common rules for the prop and hunt games.

Future Updates & Patches:

This will involve seasonal games. I also want to know how to easily patch or what I need to do if I need to update for the next seasonal event, such as normal, Thanksgiving, holiday, etc. Today’s holiday is Christmas only.

Prices, Coins, and XP Amounts:

I would like the AI to suggest the best prices for vending machines with seasonal weapons (winter holiday, normal regular, Thanksgiving, Valentine, etc.). Also, suggest the best way to balance coins and XP, making it neither too easy nor too hard. The same applies to trivia and AFK Zones.

Verse Code:

Require the single, full script, modern, latest update (December 2025) UEFN Verse Code API.

Trivia Question and Answer:

Give 20 random trivia questions and answers from the NKJV Bible, with a cooldown of one time per round.

This is what I did for the AI in UEFN. It is not giving me the correct Verse code for what I requested.

Can anyone help me with what I am missing? I’m trying to learn; it’s my first time creating games.

Hello,

I think you’re trying to do too much at once. (Or rather trying to have the AI do too much at once?)

This post is causing information-overload inside of my brain. :brain: :collision:

It sounds like you’re creating a Prop-hunt type game with a Trivia feature added. Do you know about the Prop Hunt Template?

Whether you’re talking to AI or posting a question here on the Forums, I think it’s best to focus on one problem/feature at a time. Break a big problem down into smaller parts.

Yes, thank you for the explanation. I’m working through the AI configuration step by step, starting with spawn and teleport functionality, but the code the AI is providing me isn’t working as intended. Whenever I implement the Verse code, it doesn’t fulfill my requirements.

For example: I want the lobby to serve as the starting island where everyone spawns during the pre-game phase. When the game or round starts, players should be dynamically assigned to teams and spawn in their respective areas—props at the prop spawn points and hunters at the hunter spawn points. However, this isn’t happening. Players either spawn at the lobby when the game starts or appear in the sky.

I’ve managed to get hunters spawning in the correct position, but after the 30-second countdown ends for the props, the hunters don’t teleport to the prop area—the teleportation simply doesn’t occur.

Use Gemini help its good too

Happy to help! This spawn problem is a good example of a ‘bite sized’ problem that I can wrap my head around.

There are probably some intricacies of teams and spawns and ‘game phases’ that AI is getting tangled up with.

You saying “Players either spawn back in lobby or in sky” is contradictory to “hunters are spawning in the correct position” - or do hunters randomly spawn in sky or lobby?

Basic troubleshooting for this would be to make sure there are enough spawn pads for all players (at all stages) and that the spawn pad is not inside of level geometry. (There is a ‘Player Collision’ view mode that can help with verifying this on the viewport toolbar under Lit/Unlit settings)

This tutorial comes to mind when thinking about team balancing. I share this tutorial not with the intention that you’d complete it, it’s more that there might be some snippets/concepts that could be applied. (Like in the 2. Finding Players at Runtime section)

I’d start a new project and just figure out how to teleport a team of players at will. Also check that Prop Hunt template to see how they handle things.

“Basic troubleshooting for this would be to make sure there are enough spawn pads for all players (at all stages) and that the spawn pad is not inside of level geometry. (There is a ‘Player Collision’ view mode that can help with verifying this on the viewport toolbar under Lit/Unlit settings)”

So, you’re saying the spawn pad has a certain area around it—like that yellow arrow thing you can see in the viewport—that’s kind of like the “level geometry,” right? And if there’s not enough space between the pad and that geometry, it won’t work?

Just to paint a picture: the hunter spawns inside this prefab cabin.

And just to clarify, I used the Prop Hunt template to get a feel for the layout, but I made some changes to my own map.

Appreciate all the help. If anyone could make this clear for me to understand, to answer my question?

Thank in advance

Thanks for the picture.

I recall that if the pad was buried in the level geometry it would cause it not to be a valid spawn point.

If there is more than 1 hunter, there should be more than 1 spawn pad. I think that if someone is standing on a spawn pad (like right after they spawn) then that spawn pad is not valid for other players to also spawn on. (Which is why you’re seeing some players spawn in the sky)

I see, so if the total number of players for the games is 32, I need to divide them in half between props and hunters. Also, I need a very clear and open wide area for the spawn point because of the level geometry. Am I correct?

The spawn point in the screenshot should be a large enough area. In the past I’ve seen problems with the spawn pad buried in the ground, also if there is an imported mesh that has a weirdly large collision volume that would cause problems too. (That’s what you’d be checking for in the ‘Player Collision’ view mode)

You’d just need 16 of those per team.