I used the Attribute Evaluator Device for the health query - works at the beginning (e.g. query health points at least 100), but as soon as the player has fallen below this value, the Attribute Evaluator Device no longer sends a truth signal, although the player gets the required health points of the query again by refreshing the health points (e.g. eating an apple or medikit)!
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Devices
Steps to Reproduce
Use Attribute Evaluator Device with pursued value “Health” and choose 100 points (player should have 100 points at start)
Then unse a trigger with e. g. a hud text message to run the Attribute Evaluator Device
Also add a way for the player to take damage and provide a consumable item to replenish life
Expected Result
The attribute checker should send “true” as the result both at the start of the game and after taking damage and then fully replenishing life
Observed Result
The attribute checker only sends the result "true at the start of the game, no longer after damage taken and subsequent full replenishment of life!
I think you need to take a video as what ive read sounds like intended behavior and is what i would expect. If the player doesn’t have the success trigger ie 100 health then why would it pass true ?
The attribute checker should send “true” if the player has (min.) 100 health points
At the start of the game, the attribute checker sends “true” (correct, because the player has full life)
After the player has taken damage, the attribute checker sends “false” (correct, because the minimum condition of 100 health points is no longer met)
NOW COMES THE PROBLEM: If the player now completely refills his life with a consumable item, the attribute checker does not send “true” (this is incorrect, because the player now has full life again, i.e. 100 life points!) - so it looks as if the life point query for the attribute checker is not updated after the life bar has been filled!
I checked for a bit and the issue @Karo-Bube Seems to be with the Player Health Stat itself rather than the attribute evaluator Device.
For the test I selected the Player Health Value to be shown on the scoreboard so I could check the value the Attribute Evaluator Receives/Compares, and noticed that Healing Actions just didn’t update the “Player Health” stat. However whenever damage is dealt even if it doesn’t decrease health (eg Only Decreases Shield) the stat value will update to the correct value.
As you can see in the video, I used a grenade to damage my shield and when I did that the Player Health Value updated to 100.
wow, thanks for your help - That was a good idea of you to track the condition in the scoreboard… You’re right - So it’s not a bug from the Attribute Evaluator, but with the correct update of player health when you get lives added…
(I only paid attention to the health meter and it is updated correctly)
Anyway, thanks for the tip - I’ve just tested it too. Only when the player takes damage (even at 0.000001 damage) after he has gained life is the value updated in the display… So until the bug is fixed, a workaround could be, for example, to subtract a point of life via powerup device (i.e. take damage) and then add it again - that helps me at the moment.
Nevertheless, I hope that Epic will fix the problem soon.