Make The Player Model Invisible at the start of the game? (SOLUTION FOUND)

Hello, I would like some very basic code, All I would like is for the Players model to not be shown when the game starts. If anyone can help Thanks. (ps ive been doing tutorials on yuotube but they all either use condions like holding somehting, or when using a vedninf machine or a bunch of yap)

Just something short and that works yanno. Cheers All

Did you have an idea? Im still stuck lol

I had an idea until I realised this was for Fortnite… Wish there was a clearer indication of what is what since I keep keep this…

Sorry for giving you false hope!

Hello, Welcome to the Forums.

It’s not ‘very basic code’, but I did find an implementation in the infiltrator tutorial.

The important bit is FortCharacter.Hide() , so the challenging bit would just be setting ‘FortCharacter’ Something simlar to:

OnPlayerSpawn(SpawnedAgent:agent):void=
    
  if:
         FortCharacter:fort_character = SpawnedAgent.GetFortCharacter[]
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so,
OnPlayerSpawn(SpawnedAgent:agent):void=

if:
FortCharacter:fort_character = SpawnedAgent.GetFortCharacter
FortCharacter.Hide()
else:
FortCharacter.Hide()

I took a crack at this, and this is what I came up with:

using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Playspaces }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }

# A Verse-authored creative device that can be placed in a level
hide_char_device := class(creative_device):

    # Runs when the device is started in a running game
    OnBegin<override>()<suspends>:void=
        
        AllPlayers:[]player = GetPlayspace().GetPlayers()
            for (Player : AllPlayers, Character := Player.GetFortCharacter[]):
                Character.Hide()

Overcomes challenge mentioned earlier by just getting/applying to all Characters.

1 Like

This worked thanks man, now ive just got to find a way to add my vfx and niagara. i heard somewhere that you can use spark aura with invisibility but idk. or maybe find a way to code it in verse so a mesh follows the player but that seems difficult to do.

You’re welcome!

The current best way to attach a static mesh to yourself is actually through exploiting Niagara, so it’s definitely possible, but any discussion on it would warrant a new topic.

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