Hello everyone,
I’m working on a project in Unreal Engine using Verse, and I’ve encountered a challenge that I hope to get some insights on. My goal is to create an interactive scenario where doors open automatically when a perception trigger detects a player.
Here’s the plan I had in mind:
When the perception trigger device spots a player, two doors (Door_Left
and Door_Right
) should rotate in opposite directions to create an opening effect. I have scripted this in Verse as follows:
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Fortnite.com/Characters }
using { /UnrealEngine.com/Temporary/SpatialMath }
# Verse-authored creative device
Go_Invinsible_device := class(creative_device):
@editable
Door_Left : creative_prop = creative_prop{}
@editable
Door_Right : creative_prop = creative_prop{}
@editable
PTrigger : perception_trigger_device = perception_trigger_device{}
# Initialization
OnBegin<override>()<suspends>:void=
PTrigger.DeviceSeesAgentEvent.Subscribe(OpenDoors)
# Door opening logic
OpenDoors(Agent:agent)<suspends>:void=
OpeningSpeed : float = 4.0
# Door_Left Rotate
CallTranformLeft : transform = Door_Left.GetTransform()
PropRotationLeft : rotation = CallTranformLeft.Rotation
NewPropRotationLeft : rotation = PropRotationLeft.ApplyYaw(90.0)
Door_Left.MoveTo(CallTranformLeft.Translation, NewPropRotationLeft, OpeningSpeed)
# Door_Right Rotation
CallTranformRight : transform = Door_Right.GetTransform()
PropRotationRight : rotation = CallTranformRight.Rotation
NewPropRotationRight : rotation = PropRotationRight.ApplyYaw(-90.0)
Door_Right.MoveTo(CallTranformRight.Translation, NewPropRotationRight, OpeningSpeed)
However, I’m facing an issue with the Subscribe
method of the perception trigger device. The error message is as follows:
"This function parameter expects a value of type agent->void, but this argument is an incompatible value of type type{_(:agent)<suspends>:void}. (3509) [Ln 22, Col 49]"
I’m seeking advice on how to properly implement this mechanism so that the doors open when the perception trigger detects a player. Any suggestions or guidance on how to resolve this error or alternative approaches to achieve the same effect would be greatly appreciated.
Thank you in advance for your help!