Before the UEFN update to 36.00, I reinstalled Windows 11.
Problem #1:
When opening UEFN and downloading the project, Verse build errors start appearing again. There are no Verse files visible in the Content Browser, yet Verse devices are still present on the map. The project works fine for my team members, but not on my local build. They even shared their entire folders from /Documents and AppData/Local, but it still doesn’t work for me.
Problem #2:
The Cinematic Sequence Device is set to autoplay and loop during gameplay. Props are not spatially loading and they’re not assigned to any Data Layer. I’m teleporting to the location where the sequence plays, and all four props are bugged. Garage doors are working and animated, but the container is not. It is appear and disapper in seberal places. This issue did not exist before the UEFN 36.00 update — it worked perfectly in version 35.20 test builds.
Problem #3:
After three exhausting months, we finally completed a huge update. The map was pushed to Discovery. Unfortunately, we forgot to remove a test “Money Button” before publishing, so we released a quick hotfix to remove it. As a result, our map stopped appearing in Discovery. Is this fair? Three months of work wasted over a single missed test element?
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Verse
Steps to Reproduce
Problem #1:
Fresh install UEFN or delete project folders from Docs and AppData/Local.
Download project.
No Verse files in content browser, broken verse devices on the map.
Problem #2:
Start game.
Gain access to 3 parkour on the first floor.
After teleport and go through doors - props in sequences are bugged.
Problem #3:
Build map 3 month.
Publish.
Push hotfix after 1-2 hours.
Map not in discovery anymore. Will be?
Expected Result
Problem #1:
Should work as it was before update.
Problem #2:
Should work as it was before update and was teste on prev UEFN version.
Problem #3:
Algo is broken and must be redone or manually reviewed maps by human and correctly assigning to discpvery, collections. browse.
If you mean the sequencer and loading stuff when its not streaming i can show a video of this as its broken my game. If this is what you mean i will do a vid. I was gunna raise a report yesterday but been having major issues with other things
Same is happening to me for sequencers. I’m using a post process material to show player a black screen for a few seconds to not show the teleport process but for some reason in my playtest, it randomly does not do anything sometimes (and so player can see everything). I can’t give you what trigger it since it happens randomly while playing my game (also tested with 2 players and it’s also happening). This behavior wasn’t happening before last update of 3GB.
Yea fully agree i have a crop system with sequencers per player and since the update the meshes go invisible depending on world streaming position/player position and everything is visually share for all players now so if player 1 runs on a crop it changes player 2 crop this never happened before 36.0 also like my other post even normal meshes dont confirm to settings now ie my mushroom if outside the world streaming load range when the player spawns they have collision when its invisible ect so messed up
I Have the same issues in my sequencer. I have 10 giant rings animating up and down for 10 minutes, and players can run and jump on it while battling, but since the update mine is buggy, jittery and not moving up and down corrently. I have Loop Playback & Autoplay, its meant to be activated once with the game starts and its an infinite loop. The entire game concepts relys on this.