Creating an Advanced Security System in UEFN
Building an Advanced Security System in UEFN
Today we'll create a fully functional security system that can detect players, trigger alarms, activate defense turrets, and create security barriers. This tutorial will demonstrate how to combine multiple devices and create clean, modular code in Verse.
Part 1: Understanding the Components
First, let's break down the devices we'll be using:
perception_trigger_device: Acts as our security camera/motion detectorcustomizable_light_device: Visual alarm indicatorautomated_turret_device: Security response systemaudio_player_device: Alarm sound effectsbarrier_device: Security lockdown system
Part 2: Basic Structure Setup
Let's start by creating our main security system class and setting up our device variables:
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
# Security system that manages detection and response
security_system_device := class(creative_device):
# Detection device that acts as our motion sensor
var Detector : perception_trigger_device = perception_trigger_device{}
# Alarm light that activates when system is triggered
var AlarmLight : customizable_light_device = customizable_light_device{}
# Defense turret that activates on security breach
var DefenseTurret : automated_turret_device = automated_turret_device{}
# Audio device for alarm sounds
var AlarmSound : audio_player_device = audio_player_device{}
# Security barrier for lockdown
var SecurityBarrier : barrier_device = barrier_device{}
# Time in seconds before system auto-resets
@editable
var AutoResetTime : float = 30.0
Part 3: Event Setup and System Activation
Now let's implement the core security system logic:
# Initialize system when experience starts
OnBegin<override>()<suspends>:void=
# Subscribe to detection events
if(Detector:perception_trigger_device):
Detector.AgentLooksAtDeviceEvent.Subscribe(OnIntruderDetected)
# Called when an intruder is detected
OnIntruderDetected(Agent:agent):void=
# Activate all security measures
ActivateSecuritySystem()
# Start auto-reset timer
spawn{AutoResetSequence()}
# Activates all security components
ActivateSecuritySystem():void=
if(AlarmLight:customizable_light_device):
AlarmLight.TurnOn()
if(AlarmSound:audio_player_device):
AlarmSound.Play()
if(DefenseTurret:automated_turret_device):
DefenseTurret.Enable()
if(SecurityBarrier:barrier_device):
SecurityBarrier.Enable()
Part 4: Auto-Reset Implementation
Let's add the auto-reset functionality:
# Handles the automatic reset sequence
AutoResetSequence()<suspends>:void=
# Wait for specified time
Sleep(AutoResetTime)
# Reset system
DeactivateSecuritySystem()
# Deactivates all security components
DeactivateSecuritySystem():void=
if(AlarmLight:customizable_light_device):
AlarmLight.TurnOff()
if(AlarmSound:audio_player_device):
AlarmSound.Stop()
if(DefenseTurret:automated_turret_device):
DefenseTurret.Disable()
if(SecurityBarrier:barrier_device):
SecurityBarrier.Disable()
Setting Up in UEFN
- Create a new UEFN project or open an existing one
- Place the required devices in your scene:
- Perception Trigger Device
- Customizable Light Device
- Automated Turret Device
- Audio Player Device
- Barrier Device
- Create a new Verse file and paste the complete code
- Assign your devices to the corresponding variables in the security system device
- Configure the AutoResetTime as needed
Testing Your Security System
- Enter Play mode
- Approach the perception trigger's detection area
- The system should activate:
- Lights will turn on
- Alarm will sound
- Turret will activate
- Barrier will enable
- After the specified AutoResetTime, the system will automatically deactivate
Customization Options
- Adjust the AutoResetTime to control how long the system stays active
- Configure the Perception Trigger's detection range and angle
- Customize the alarm sound and light patterns
- Position the barrier and turret for optimal coverage
This security system provides a foundation that you can build upon for your own creative experiences. Try adding additional features like:
- Multiple detection zones
- Different security levels
- Player team exceptions
- Custom reset conditions
Happy coding!
Complete Code
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
# Security system that manages detection and response
# Can be configured with various security devices and will automatically
# respond to intruders with configurable reset time
security_system_device := class(creative_device):
# Detection device that acts as our motion sensor
var Detector : perception_trigger_device = perception_trigger_device{}
# Alarm light that activates when system is triggered
var AlarmLight : customizable_light_device = customizable_light_device{}
# Defense turret that activates on security breach
var DefenseTurret : automated_turret_device = automated_turret_device{}
# Audio device for alarm sounds
var AlarmSound : audio_player_device = audio_player_device{}
# Security barrier for lockdown
var SecurityBarrier : barrier_device = barrier_device{}
# Time in seconds before system auto-resets
@editable
var AutoResetTime : float = 30.0
# Initialize system when experience starts
OnBegin<override>()<suspends>:void=
# Subscribe to detection events
if(Detector:perception_trigger_device):
Detector.AgentLooksAtDeviceEvent.Subscribe(OnIntruderDetected)
# Called when an intruder is detected
OnIntruderDetected(Agent:agent):void=
# Activate all security measures
ActivateSecuritySystem()
# Start auto-reset timer
spawn{AutoResetSequence()}
# Activates all security components
ActivateSecuritySystem():void=
if(AlarmLight:customizable_light_device):
AlarmLight.TurnOn()
if(AlarmSound:audio_player_device):
AlarmSound.Play()
if(DefenseTurret:automated_turret_device):
DefenseTurret.Enable()
if(SecurityBarrier:barrier_device):
SecurityBarrier.Enable()
# Handles the automatic reset sequence
AutoResetSequence()<suspends>:void=
# Wait for specified time
Sleep(AutoResetTime)
# Reset system
DeactivateSecuritySystem()
# Deactivates all security components
DeactivateSecuritySystem():void=
if(AlarmLight:customizable_light_device):
AlarmLight.TurnOff()
if(AlarmSound:audio_player_device):
AlarmSound.Stop()
if(DefenseTurret:automated_turret_device):
DefenseTurret.Disable()
if(SecurityBarrier:barrier_device):
SecurityBarrier.Disable()
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