A fort item owner pose modifier component uses an item to animate the player character into a new stance and position when they hold and equip a specific item. The character plays the animation layer set on EquippedPose. For example, when a player character carries a torch, they do so in the same way Fortnite carries a torch. When no pose is set, the character keeps their default stance.
Class Description
The fort_item_owner_pose_modifier_component is a subclass meant to be used through a weapon template. The component does very little on its own, it needs a player to equip the item before there is an owner to pose. The held_item_template class is the only class that already carries the fort_item_owner_pose_modifier_component, and is the only class that supports it.
See Components for a complete list of components.
The following components and prefabs work with the fort_item_owner_pose_modifier_component:
held_item_template | The entity prefab for a creator customizable held item. It carries the component already, with |
item_component | Defines the entity as an item so it can be added to an inventory and equipped. Supplied by held_item_template. |
Validation reports an error if the component is on anything other than held_item_template. That covers both an entity that is not a weapon template at all and a weapon template other than held_item_template. In both cases, the message reads: This can only be used on the held_item_template.
Members
The fort_item_owner_pose_modifier_component has members that provide a way to equip and set the pose on the player character.
EquippedPose | The animation layer to apply when this item is equipped. Leave it unset if the item does not need custom animation logic for its owner. |
SetEquippedPose | Sets the pose while the game is running. |
Poses
Five poses are available for use through the fort_item_owner_pose_modifier_component. When the player equips one of the items, the component is called, causing the Fortnite characters to hold certain Fortnite items using a special animation and pose for that item. For example, characters hold a torch or flashlight, read a map, and hold small and large consumables.
Each pose is a subclass of fort_character_pose_modifier.
fort_character_pose_modifier_fire_torch | The stance Fortnite uses for a torch. |
fort_character_pose_modifier_flashlight | The stance Fortnite uses for a flashlight. |
fort_character_pose_modifier_map | The stance Fortnite uses for reading a map. |
fort_character_pose_modifier_consumable_small | The stance Fortnite uses for a small consumable. |
fort_character_pose_modifier_consumable_large | The stance Fortnite uses for a large consumable. |
Example
Unlike other Scene Graph components, the fort_item_owner_pose_modifier_component and cannot be added and removed through Verse. The only way to use this component is through the held_item_template.
The
held_item_templatealready has the component attached. Select the item in the viewport or outliner and set Equipped Pose in the Details panel to choose the stance.The example script sets and equips the
fort_item_owner_pose_modifier_componentat runtime using SetEquippedPose when the entity has aheld_item_templateinstance.Verse# Entity must be a held_item_template instance if (PoseComp := Entity.GetComponent[fort_item_owner_pose_modifier_component]): PoseComp.SetEquippedPose(fort_character_pose_modifier_flashlight{})
The example code snippet only works for runtime swapping.
With a pose set, the character switches to that stance when the item is equipped, and returns to their default stance when it is put away.
The component is hidden in the component dropdown list. Use it through held_item_template rather than adding it to an entity yourself.
For more information, see the fort_item_owner_pose_modifier_component API reference from the Verse API.