Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
UI/Tools
Summary
I have a custom Verse device in which I created a struct with some @editable properties, such as a perception_trigger_device and a creative_prop.
In the device class, I have an @editable of an array of this struct type, which I want to use in the Editor to associate the desired in-world devices and props. I am able to add elements to the array in the Editor, but for some reason it is not saving the selected Actors I choose for the struct members.
I need to restart UEFN, so then it saves the selected Actors for the struct members. But for any new Array Element I add to the struct array, the bug happens again. Also, sometimes when I restart UEFN, all the selected Actors are gone, and I have to manually associate them agian.
Steps to Reproduce
In the same .verse file, add the struct and the editable array:
player_devices := struct<concrete>(){
@editable
PerceptionTrigger : perception_trigger_device = perception_trigger_device{}
@editable
Tracker : creative_prop = creative_prop{}
@editable
Cinematic : cinematic_sequence_device = cinematic_sequence_device{}
@editable
Volume : volume_device = volume_device{}
}
player_logic := class(creative_device) {
@editable
PlayersDevicesInWorld : []player_devices = array{}
}
Build the Verse Code, add the Device to the world, add the required devices and try to associate them in the Editor.
Expected Result
The Devices are correctly associated.
Observed Result
You can select the Devices, but the struct member keep showing as None instead of the selected Device.
Platform(s)
PC, Windows 10
Additional Notes
The Tracker prop I’m using is a simple blueprint with a Cube mesh using an invisible material (opacity set to 0) and NoCollision as the Collision Preset.
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