Whats wrong with this Verse Code?

Whats wrong with this Verse Code? The Code is from the Epic Games AI and i have no clue about verse.

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/UI }
using { /Verse.org/Colors }
using { /Fortnite.com/UI }

performance_test_device := class(creative_device):

    @editable
    StartButton : button_device = button_device{}

    @editable
    Cutscene : cinematic_sequence_device = cinematic_sequence_device{}

    @editable
    Music : audio_player_device = audio_player_device{}

    @editable
    VFXSpawners : []vfx_spawner_device = array{}

    @editable
    Triggers : []trigger_device = array{}

    @editable
    EmergencyRemote : signal_remote_manager_device = signal_remote_manager_device{}

    @editable
    RatingImages : []texture_block = array{} # 4 images for ratings

    @editable
    ProgressBar : color_block = color_block{} # UI progress bar

    var TestActive : logic = false
    var EmergencyStopped : logic = false
    var CurrentUI : ?widget = false

    OnBegin():void =
        StartButton.InteractedWithEvent.Subscribe(OnTestStart)
        EmergencyRemote.PrimarySignalEvent.Subscribe(OnEmergencyStop)

    OnTestStart(Agent:agent):void =
        if (TestActive == false):
            set TestActive = true
            set EmergencyStopped = false
            spawn{RunTest(Agent)}

    RunTest(Agent:agent):void =
        # Activate all devices
        Cutscene.Play()
        Music.Play()
        for (VFX : VFXSpawners):
            VFX.Enable()
        for (Trig : Triggers):
            Trig.Enable()

        # Show progress bar
        if (Player := player[Agent], PlayerUI := GetPlayerUI[Player]):
            ProgressBar.SetVisibility(widget_visibility.Visible)
            PlayerUI.AddWidget(ProgressBar)
            set CurrentUI = option{ProgressBar}

        # Timer loop (15 seconds)
        var TimeLeft : float = 15.0
        loop:
            if (EmergencyStopped == true):
                break
            if (TimeLeft <= 0.0):
                break
            UpdateProgressBar(TimeLeft / 15.0)
            Sleep(0.1)
            set TimeLeft -= 0.1

        # Clean up
        DeactivateAll()
        if (EmergencyStopped == false):
            ShowRating(Agent)

    OnEmergencyStop(Agent:agent):void =
        if (TestActive == true):
            set EmergencyStopped = true

    DeactivateAll():void =
        set TestActive = false
        Cutscene.Stop()
        Music.Stop()
        for (VFX : VFXSpawners):
            VFX.Disable()
        for (Trig : Triggers):
            Trig.Disable()
        if (UI := CurrentUI?):
            UI.SetVisibility(widget_visibility.Collapsed)
        set CurrentUI = false

    UpdateProgressBar(Percent:float):void =
        # Update progress bar width/color based on Percent
        ProgressBar.SetColor(MakeColorFromSRGB(0.2, 0.6, 1.0))
        # Note: SetWidth is not a valid method, so you would need to update the progress bar visually in another way

    ShowRating(Agent:agent):void =
        # Calculate rating index (0-3) based on performance (replace with your logic)
        RatingIndex := 0
        if (RatingIndex >= 0 and RatingIndex < RatingImages.Length):
            if (Image := RatingImages[RatingIndex], Player := player[Agent], PlayerUI := GetPlayerUI[Player]):
                Image.SetVisibility(widget_visibility.Visible)
                PlayerUI.AddWidget(Image)
                set CurrentUI = option{Image}

Well, for starters the equality in this line isn’t Verse:

if (TestActive == false):

Nor this:

if (EmergencyStopped == true):

Or this:

if (EmergencyStopped == false):

Or this one either:

if (TestActive == true):

And then this is not a properly defined OnBegin:

OnBegin():void =

And this is not spawnable due to lack of suspends:

RunTest(Agent:agent):void =

And then it goes downhill from there. I’m not even sure that class is complete.

I would recommend rolling up your sleeves and learning how to write Verse instead of trying to have AI do it instead - the AI will lead you down a path to nowhere.