Resizing players is a lot more complex than you would think because of the way it affects animation, movement speed, jump height, interaction with items and other devices etc. At this moment in time it's not something we're actively looking at but I'd never say never.
We're planning to give the restriction/filter components a rework at some time in the future, both to bring consistency and to allow for a bit of future-proofing. No particular deadline for that but we know it's a piece of work that needs done.
We're happy to take suggestions for improvements to existing devices. I think the perception trigger could certainly benefit from some added functionality but I can't say when that's going to be made a priority.
Verse API for Ball Spawner can only access the legacy Ball Spawner device. Can we get it updated to the current Ball Spawner?
Currently thereâs no way to get the transform of a spawned ball. Could we have a GetTransform() added to the API that returns current transform of the spawned ball? That would be extremely helpful for enabling programming of AI in sports games.
I answered a similar question earlier, but just to re-state - some elements of UEFN are just too complex to really provide an effective Creative counterpart, but itâs our intention to allow Creative users to achieve similar results to UEFN (though in a more limited scope) wherever possible.
Itâs difficult to have an animated mesh change animations based on user interaction, like hit reactions or attacks. And only certain devices will get you part of the way to achieving this. For example:
Explosive Device - Can set mesh, collision shape, has events from destroyed, but not hit. But it canât animate.
Animated Mesh Device - Can only play a single animation and has no collision or hit/destroy events.
Sequences - Can play animations on a mesh. But then requires many Cinematic sequence devices to play different animation states triggered from interaction.
Any plans to add some type of animated mesh device that we can change the animations from Verse, has collision and has Verse events? Something that would gives us a proper animation state system?
Prop manipulator do return an agent who damaged/destroyed prop, but no info about which prop was interacted. Do you plan to change it or to give more API mthods in Verse to subscribe âOnDamagedâ events?
Audio is definitely an aspect that we agree is important and needs improvement. But no additional details at this time. Flak is planning to bring in some audio folks for a future AMA.
Modifying assets/actors from Verse including components of actors is a feature that we acknowledge is important and there is active development towards it, but a lot of things to consider.
I've been working on this issue for quite some time now, and we've fixed multiple ways in which it is reproduced. This is what I like to refer to as an evolving bug,as there isn't any one single way it can be reproduced. The more variations that we find means the more fixes we can apply. Keep contacting us as the issue occurs so that we can hopefully one day shore up all instances of this bug.
The message type variable specific was introduced to give us control over text outside of normal strings that are going to be player facing. This includes localization. However, we donât have details on how that will work in the future at this time.
Prefabs and groups of assets/actors as a concept is being worked on for Verse and UEFN as a whole. We donât have details on how that will be in the future, but we recognize it is a very important workflow feature.
There is a team working on bringing back the save point and accolades device as soon as possible, unfortunately thereâs nothing specific we can update you on right now.
âTeleport All Valid Playersâ would be an interesting option, the only issue would be that when a player teleports to a point, it can block the teleport point for another player so itâs possible it would fail with larger groups. However, that just makes it non-trivial to implement rather than impossible as weâd want it to work with almost any size of player group. Itâs definitely something we can consider in the future. Thank you!
Iâve been working on this issue for quite some time now, and weâve fixed multiple ways in which it is reproduced. This is what I like to refer to as an evolving bug,as there isnât any one single way it can be reproduced. The more variations that we find means the more fixes we can apply. Keep contacting us as the issue occurs so that we can hopefully one day shore up all instances of this bug.