VukeFN (@vukefn) on X

3 min read Original article โ†—

Post

Post

  • user avatar

    ๐Ÿง  Live Variables will change how you write Verse code. โŒ No more manual callbacks. โŒ No more forgotten updates. โŒ No more "wait, why is the UI showing 0?" Verse is getting reactive programming baked into the language Everything you need to know ๐Ÿ‘‡๐Ÿงต #Verse #UEFN #Fortnite

  • user avatar

    Right now, if variable A depends on variable B, YOU have to remember to update A every time B changes. Forget once? Bug. Forget twice? "It works on my machine." Forget three times? You're rewriting the whole system at 2am.

    user avatar

    Live variables fix this with one keyword: โœจ live โœจ You tell X to follow Y, and it just... does. Change Y anywhere in your code, and X updates itself โ€” you never touch it again. And if you ever want X to stop tracking? A regular set X = ... opts you out.

    user avatar

    Let me introduce you to Bobby. Bobby is a player in your map. Bobby has Health. Bobby has MaxHealth. Bobby also has a UI that shows his health bar. Bobby's health bar is wrong 40% of the time because you forgot to call UpdateUI() somewhere. Bobby deserves better.

    user avatar

    Here's Bobby's health system WITHOUT live variables (see image) You have to call ALL of these functions. Every. Single. Time. Anywhere health changes. Miss one? Bobby's health bar says 100 while Bobby is literally dead.

    user avatar

    Now here's Bobby's health system WITH live variables (see image) Way less overhead. You change Health from anywhere in the codebase and every single value stays in sync. Bobby is happy, Bobby is alive (sometimes).

    user avatar

    It gets crazier. You can use a function AS a variable's type. Every assignment passes through it AND it reacts to dependency changes. Bobby just picked up a damage buff. His damage auto-recalculated. Zero extra code.

    user avatar

    Want to clamp Bobby's health so it never goes below 0 or above max? Input-output variables let you keep the raw value AND the clamped value. Bobby writes 999, the system stores 999 but displays 100. Lower the cap to 60? It auto-reclamps on its own. Nice try, Bobby.

    user avatar

    Live variables unlock three reactive constructs: ๐Ÿง˜ await: pause until something is true ๐Ÿ‘‚ upon: fire ONCE when condition is met ๐Ÿ‘€ when: fire EVERY TIME condition is met Think of them as "wait for this," "do this once when," and "always do this when." No events, just intent.

    user avatar

    "But what if I update 5 variables at once and don't want 5 separate reactions?" Wrap them in a batch block. All the changes happen immediately, but every notification gets held until the batch finishes, so observers only ever see the final, consistent state. Bobby's health bar

    user avatar

    Live variables aren't released yet, but they're coming. When they drop, you'll be able to: โŒ Eliminate manual state syncing ๐Ÿ”จ Build reactive UI with zero callbacks โŒจ๏ธ Write game logic that reads like intent, not plumbing Bobby can finally rest. Until then, study the docs.

    user avatar

    I break down Verse and UEFN features like this every week! From language deep dives to things you can actually use in your maps. If this thread saved you from mass-updating variables at 2am, you know what to do. Follow

    @vukefn

    so you don't miss the next one. Got questions

  • user avatar

    The "Live" variables are very much like what

    @sveltejs

    does for the Web (or in my case Electron Front End). If you ever played with Filtering in my Asset Manager Studio, you can see "Live" variables at work. ๐Ÿ˜‰