Collectibles Spawner Creative Device
Collectibles Spawner Creative Device
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Details
Run scavenger hunts, timed pickups and reward loops without scripting. The Collectibles Spawner Creative Device manages any number of collectible spots: it spawns a set number at game start, chooses spots at random, respawns a new one when one is picked up, and can add beacons, sounds, delays, timeouts and a cap on how many are active.
Perfect for: scavenger hunts, timed challenges, key or token collection, ambient loot and reward-based gameplay.
What Problem It Solves
- Collectible Object devices are static: one spot, always there. You want items that move around the map.
- Keeping a steady number of pickups alive as players collect them.
- Highlighting where the next pickup is with a beacon and a sound cue.
- Pausing spawns between rounds and resuming when play starts.
What's Included
- Collectibles Spawner Manager: the device you configure. Holds the list of spawn spots and all timing and count settings.
- Custom Collectible Spawner: one entry per spot, each pointing at a Collectible Object device and a Beacon device.
- Public Verse functions to pause and resume spawning, force-spawn every spot, and react to pickups from your own code.
How It Works
On game start the manager hides every collectible, waits for Initial Spawn Delay, then spawns Game Start Collectibles Spawn items at random spots. When a player picks one up the manager waits a random time inside Random Respawn Delay, if set, and spawns a replacement somewhere else, never using the same spot twice in a row when Avoid Consecutive Repeats is on. With Collectible Timeout set, an uncollected item disappears after that many seconds and a replacement appears elsewhere. Max Concurrent Collectibles caps how many are active at once. Each spawn shows the spot's beacon for Beacon Duration or until collected and plays the spawn Audio Player.
Setup
- Copy the CollectiblesSpawnerModule folder into your project and run Verse > Build Verse Code.
- Place a Collectible Object device and a Beacon device at each spawn spot.
- Place the manager device. Add one entry to Custom Collectible Spawners per spot and link its collectible and beacon.
- Assign an Audio Player to Spawn Audio Player.
- Set counts, delays, timeout and cap in the Details panel. Defaults give two collectibles at start with instant respawn and no cap.
Settings
- Game Start Collectibles Spawn: how many spawn at game start. Default 2.
- Enable On Game Start and Respawn Collectible On Pickup: on by default.
- Initial Spawn Delay, Random Respawn Delay (min and max), Collectible Timeout, Beacon Duration: all in seconds, optional.
- Max Concurrent Collectibles: leave unset for unlimited.
- Avoid Consecutive Repeats: on by default; turn off if you only have one spot.
As seen on:
Airlock Crisis (2888-6118-5758)
Project Outline
Content/ ├── collectibles_spawner_module_manager.verse ├── custom_collectible_spawner.verse ├── custom_types.verse ├── CHANGELOG.md └── README.md
Frequently Asked Questions
What does the Collectibles Spawner add over a plain Collectible Object device?
It manages many collectible spots at once: spawns a set number at game start, picks random spots, respawns a new one when one is picked up, and can add a beacon, a sound, a random delay, a timeout and a cap on how many are active.
What do I need to place?
One Collectible Object device and one Beacon device per spawn spot, an Audio Player for the spawn sound, and the manager device where you list all the spots.
Do I need to write Verse?
No. Everything runs from the Details panel. Verse is only needed if you want to pause spawning between rounds or react to pickups in your own code, and the manager exposes functions for both.
Can I control how often and where collectibles appear?
Yes. You set how many spawn at start, a delay before the first batch, a random minimum and maximum delay between respawns, how long an uncollected item stays before it moves elsewhere, a maximum active at once, and whether the same spot can be used twice in a row.
Does it need UEFN?
Yes. It is a Verse module and cannot be added from Creative 1.0.
NOTE: This device is provided free of charge. The code is provided as is; updates and bug fixes may be released but are not guaranteed.
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