Destroy Builds Device - UEFN verse
This article describes a device implemented with Verse for UEFN called the Destroy Builds Device. The device is designed to detonate and reset a collection of explosive devices when a trigger is activated or when a button is interacted with, allowing the removal of builds in a given area and preparing the explosives for successive uses.
Structure and components The script inherits from creative_device and defines an internal ResetEvent event along with editable properties Trigger, Button, and an ExplosiveDevices array containing the assigned explosive_device. In OnBegin, the device subscribes to Trigger.TriggeredEvent and Button.InteractedWithEvent to respond to external activations.
Code behavior When activated by trigger or button, ResetBuilds is called with the optional agent that performed the action. If a valid agent exists, the InitiateExplosiveDevices routine is launched in parallel with spawn. The InitiateExplosiveDevices routine runs a race between waiting for ResetEvent and a block that iterates through each explosive_device to detonate it with the agent, waits 0.5 seconds, and then resets each explosive_device with Reset. OnEnd fires ResetEvent to abort the sequence when the device finishes.
How to use it in UEFN Add the device to the map, assign the Trigger and Button from the editor, and drag the explosive_device into the ExplosiveDevices array. Detonations are associated with the agent that activated the event, allowing effects or scores to be attributed to the responsible player. ResetEvent allows canceling ongoing detonations or resetting behavior under special conditions.
Recommendations and best practices For multiplayer matches, verify the replication and permissions of agents that can activate the device. Optimize the number of explosive_device to avoid performance impact and use controlled reset to maintain consistency in repeated rounds. Include additional checks if you need to limit the scope of destruction or protect sensitive areas of the map.
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