basic_interactable_component crash session when end round after use

Summary

Since recent update, the basic_interactable_component doesn’t work at all. When you interact with and stop the current round, the UEFN session crash automatically

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Other

Steps to Reproduce

  • Create Verse component who inherits from basic_interactable_component

  • Add it to prefab with mesh component

  • Add it to viewport, launch session, interact with

  • Stop the round → Session crash

Expected Result

Round should be stopped as normal behavior

Observed Result

The UEFN session crash until disconnect client/uefn

Platform(s)

Windows

Video

Additional Notes

If you replace the basic_interactable_component with interactable_component, it work well, so it’s only about basic_interactable_component

I don’t have any specific log inside UnrealEditorForFortnite.log, except timeout as classic uefn server side crash

simple_interactable_component := class(basic_interactable_component):
var RoundStartedCancelable: ?cancelable = false
var RoundEndedCancelable: ?cancelable = false
var InteractionCancelable: ?cancelable = false

OnBeginSimulation<override>():void = {
    (super:)OnBeginSimulation()
    if:
        RoundManager := Entity.GetFortRoundManager[]
    then:
        StartedCancelable := RoundManager.SubscribeRoundStarted(OnRoundStarted)
        set RoundStartedCancelable = option{StartedCancelable}
        EndedCancelable := RoundManager.SubscribeRoundEnded(OnRoundEnded)
        set RoundEndedCancelable = option{EndedCancelable}
}

OnRoundStarted<protected>():void = {
    set InteractionCancelable = option{SucceededEvent.Subscribe(OnInteractionSucceeded)}
}

OnRoundEnded<protected>():void = {
    if:
        Cancelable := InteractionCancelable?
    then:
        Cancelable.Cancel()
}

OnEndSimulation<override>():void = {
    (super:)OnEndSimulation()
    if:
        Cancelable := RoundEndedCancelable?
    then:
        Cancelable.Cancel()
    if:
        Cancelable := RoundStartedCancelable?
    then:
        Cancelable.Cancel()
}



OnInteractionSucceeded<protected>(Agent: agent): void = {
    Print("Player interacted")
}

I can confirm this is a thing and it indeed only happens when you interact with the prefab. If you don’t interact with the prefab, no crash will happen.

I’m sorry but I don’t understand how it can be now in “Needs more info”. There is code, instructions, and videos.
I’m a little bit frustrated about the priority given to the Scenegraph, who are supposed to be THE future of UEFN. Currently it’s just hard and more hard, update after update, to work with it.

basic_interactable was working well in alpha and the first week in beta, now completely broken

@Benjf29

1 Like

Thank, I wasn’t know about that. Status should be a little bit more clear for us :grinning_face_with_smiling_eyes:

Sorry for the confusion on Needs More Info. We are changing our process internally to prevent that in the future.

I was unable to reproduce the crash in an upcoming version, so it may have already been fixed.

2 Likes

FORT-967172 has been ‘Closed’. We’re unable to reproduce this issue.

Happy to know about that, it should be more clear for us :smiley:

Thank for the information about the component, I’ll try soon !

I keep crashing when interact with basic_interactable_component, with the same code as I give in initial message. It doesn’t look fixed currently.