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Recipe: Teleport between zones

Walk into a volume → teleport to a named destination. Optionally gate on phase, items, or score.

Last updated 2026-06-06

Ingredients

  • UEFN devices: 1 Volume Device per entry zone, 1 Teleporter per destination.

Build it

  1. Place the devices in UEFN

    One Volume Device covering the entry area. One Teleporter at the destination. Wire the teleporter's destination on the teleporter itself (no rule needed for that part).
  2. The teleport rule

    WHEN On Volume Entered (HubVolume) → DO Activate Teleporter (HubExitTP). When the player enters the volume, the rule activates the teleporter for that agent, which sends them to the wired destination.

💡 Tip

Avoid back-to-back teleports by spacing the entry volume away from the destination, or by adding a brief invulnerability/lock window via a phase change.

Generated Verse

HubVolume.AgentEntersEvent.Subscribe(OnHubEnter)

OnHubEnter(Agent:agent):void=
    HubExitTP.Activate(Agent)

Variations

Item-gated portal

Add IF Has all items (key_card) to the rule. Players without the keycard walk through harmlessly.

Phase-gated portal

Two rules with the same WHEN: one with IF Is in phase = lobby → teleport to game spawn, another with IF Is in phase = game → teleport to spectator area.

Two-way doors

Place a volume on each side, each with its own teleport rule pointing back. Common in dungeon entrances.

Gotchas

⚠️ Watch out

Don't use trigger_device for this. Triggers don't expose an AgentEntersEvent — use volume_device.

⚠️ Watch out

Activate, not Teleport. The teleporter device exposes Activate(Agent), not Teleport(Agent). The Composer picks the right call; just know that errors mentioning Teleport usually mean a hand-edit went wrong.

See also