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")
}