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Hacking Minigame

Hacking Minigame

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    Details

        This Hacking Minigame Module lets you create bite-sized hacking puzzles in your Verse projects. Configure how cell patterns are generated, how challenges progress, and how the UI responds so you can focus on crafting tense, engaging minigames. You can swap in your own cell textures and UI styling to match the look and feel of your world.

        Perfect for: sci-fi terminals, security door puzzles, or any scenario where quick-reaction hacking adds tension. It's easy to extend and quick to integrate.

         

        NEW in v2.0.1!

        Materials-Based UI Overhaul

        The entire minigame UI now renders with UEFN Materials instead of flat textures, for sharper and more customizable visuals:

        • Swap console, notch, and cell visuals through hacking_ui_configuration material slots
        • Per-challenge material overrides for visual variety between rounds
        • New MI_UI_* material instances and the UW_Hacking widget included
        • Dynamic and animated material effects now possible on cells and background

        Concurrent Hacking Mode

        The new concurrent_hacking_location device lets any number of players hack the same location at once — no capacity limits:

        • Each player gets a fully isolated session with their own challenge copy
        • Launch hacks per-player from a phone app, trigger, or any device
        • Built on the new concurrency-safe hacking_base core
        • A player's hack auto-cancels if they're eliminated mid-attempt

         

        As seen on:

        Airlock Crisis (2888-6118-5758)

        Fortnite.GG Link

         

        Overview

        The hacking_manager.verse handles spawning, timing, result tracking, and cleanup for every hacking puzzle. Adjust layouts using editables directly in UEFN via hacking_ui_configuration.verse.

        Key Features

        • Custom Grid Patterns
          For everything from simple memory games to multi-step lock puzzles. You can define the number of columns and rows, as well as the number of cells you can activate for each challenge.
        • Lifecycle & Result Tracking
          hacking_manager.verse takes care of spawning, timing, success/failure detection, and cleanup so you can focus on puzzle design.
        • Editable Trigger Locations
          Drop in hacking_location.verse devices to launch a minigame when a player interacts with a console, door lock, terminal, or any world object you choose.

          Each hacking location can have multiple challenges if you want to add more layers of protection to a certain area, for example.
        • Multiplayer Support (NEW)
          Use shared_hacking_location.verse for competitive multiplayer hacking where all players solve the same pattern simultaneously.
        • Hack Loot Location (NEW)
          Use hack_loot_location.verse to create secured areas with automated loot cycles triggered by successful hacks.
        • UI Configuration
          Customize your hacking minigame with custom textures you can set in hacking_ui_configuration.verse or change each Hacking Location's grid size and text color directly in the creative device.

        Project Structure

        Content/
        ├── CoreModule/
        │   ├── custom_tick.verse
        │   ├── game_manager.verse
        │   └── utilities.verse
        ├── HackingMinigameModule/
        │   ├── Materials/
        │   │   ├── MI_UI_HackingBackground.uasset
        │   │   ├── MI_UI_HackingCell_Correct.uasset
        │   │   ├── MI_UI_HackingCell_Default.uasset
        │   │   ├── MI_UI_HackingCell_Selected.uasset
        │   │   ├── MI_UI_HackingCell_Warning.uasset
        │   │   ├── MI_UI_HackingCell_Wrong.uasset
        │   │   ├── MI_UI_HackingCell.uasset
        │   │   ├── MI_UI_Notch.uasset
        │   │   ├── MI_UI_Rectangle_CellGlow.uasset
        │   │   ├── MI_UI_Rectangle_HackingCell.uasset
        │   │   ├── MI_UI_Rectangle_HackingWindow.uasset
        │   │   ├── MI_UI_Rectangle_Notch.uasset
        │   │   ├── MI_UI_TextureEffects_HackingMinigame_DifficultyIcon_Hard.uasset
        │   │   ├── MI_UI_TextureEffects_HackingMinigame_DifficultyIcon_Medium.uasset
        │   │   └── MI_UI_TextureEffects_HackingMinigame_DifficultyIcon.uasset
        │   ├── SharedHackingLocationModule/
        │   │   └── shared_hacking_location.verse
        │   ├── Textures/
        │   │   ├── hacking_minigame_background.png
        │   │   ├── hacking_minigame_background.uasset
        │   │   ├── hacking_minigame_cell_correct.png
        │   │   ├── hacking_minigame_cell_correct.uasset
        │   │   ├── hacking_minigame_cell_off.png
        │   │   ├── hacking_minigame_cell_off.uasset
        │   │   ├── hacking_minigame_cell_selected.png
        │   │   ├── hacking_minigame_cell_selected.uasset
        │   │   ├── hacking_minigame_cell_warning.png
        │   │   ├── hacking_minigame_cell_warning.uasset
        │   │   ├── hacking_minigame_cell_wrong.png
        │   │   ├── hacking_minigame_cell_wrong.uasset
        │   │   ├── hacking_minigame_icon.uasset
        │   │   ├── hacking_minigame_notch.png
        │   │   └── hacking_minigame_notch.uasset
        │   ├── Widgets/
        │   │   ├── UW_Button.uasset
        │   │   └── UW_CellButton.uasset
        │   ├── cell.verse
        │   ├── challenge.verse
        │   ├── CHANGELOG.md
        │   ├── concurrent_hacking_location.verse
        │   ├── customizable_cell_button.verse
        │   ├── hack_loot_location.verse
        │   ├── hacking_base.verse
        │   ├── hacking_location.verse
        │   ├── hacking_manager.verse
        │   ├── hacking_minigame_ui.verse
        │   ├── hacking_ui_configuration.verse
        │   ├── modules.verse
        │   ├── README.md
        │   └── utilities.verse
        ├── UIModule/
        │   └── utilities.verse
        └── modules.verse
        

        Frequently Asked Questions

        Do I need UEFN, or does the Hacking Minigame work in Fortnite Creative 1.0?

        It needs UEFN. The puzzle screen and game logic are Verse code, which can only be added and built in UEFN.

        How does the hack actually play?

        The player sees a grid, a pattern of cells lights up and then hides, and they must click the same cells from memory before the timer runs out. You set each challenge's grid size, number of cells and time limit on the device, and the player has to clear every challenge in order.

        Can several players hack at the same time?

        Yes. A Hacking Location allows one player at a time by default, and you can raise Max Concurrent Players or set it to 0 for unlimited. The Shared Hacking Location runs a multiplayer round where everyone sees the same pattern and anyone who fails is eliminated.

        Can I change the look of the puzzle?

        Yes. The background, cell and highlight materials are settings on the device and can be overridden per challenge, and the grid size and window size are editable too. The included materials and textures give you a finished look out of the box.

        What do I need to place in my island besides the Verse devices?

        For a single hack station: a Button to start, a HUD Message device, an Accolades device and Trigger devices for success and failure. The optional loot room controller also uses a Barrier, a Volume, a Teleporter, two Timers, an Audio Player and Customizable Lights for the alarm.

        NOTE: Level design is not included—this package provides the code and logic system only. The code is sold as is. Updates to the code and bug fixes can be obtained but aren't guaranteed.

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