[BUG] Damage Amplifier Device incorrectly affects incoming values triggered with damageable.Damage(Value)

Summary

After a player picks up a Damage Amplifier Device and calls damageable.Damage(Value) on the player, the amount of incoming damage is affected by the players current Damage Amplifier.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

Pick up a Damage Amplifier Device that is not set to 1.0 multiplier. It can be lower or higher. Apply Damage(Amount) to the players FortCharacter in a verse script. Notice the amount of damage taken is affected by the Damage Amplifier.

Expected Result

Damage Amplifier Device should only affect damage values that are passed with damage_args so the source of the damage can be tested against. damageable.Damage(Value) should deal the exact damage passed to it, unmodified.

Observed Result

Damage Amplifier Device reads: “Grants a damage increase to the player who picks it up or triggers it” It does not say anything about affecting incoming damage. I suspect when calling damageable.Damage(Value) in verse, since damage_args are not used, the system “damages itself” and adjusts the damage because of it. damageable.Damage(Value) should not be affected by Damage Amplifier Device or the damage value should not be adjusted if there is no Source in damage_args.

Platform(s)

PC

Island Code

9117-3098-8826

Video

Additional Notes

This is a serious issue for maps that use NPCs and custom AI logic. NPCs that call damageable.Damage(Amount) on the player are getting their damage values multiplied against the players Damage Amplify Device multiplier.

Just tested it using damage_args.

This behaves the same as the posted bug. Source is a different game_action_causer than the FortChar this is being applied to

FortChar.Damage(damage_args{Source:=option{NPCSource},Amount:=Value})

This does not work when the Agent is a custom NPC (damage is not even applied to the FortChar). Custom NPCs dont have instigators?

FortChar.Damage(damage_args{Source:=option{NPCSource}, Instigator:=option{NPCAgent.GetInstigator()},Amount:=Value})

The damage amplifier device should always amplify the damage done to the player, no matter where the damage comes from. Your video shows it working as expected.

Is this correct? The damage amplifier states it amplifies the amount of damage the player DEALS, not necessarily takes. I think the reason it causes the player to take increased damage is because it is registering the player as dealing damage to themselves.

For example, this happens with damage volumes as well.:

  1. Be playing a map with a damage volume and damage amp
  2. Apply damage amp to yourself
  3. Enter damage volume
  4. Observe player takes increased damage from volume, based on amplifier
2 Likes

thats not how the device reads on the website and in uefn.

When a player picks up or triggers the Damage Amplifier Powerup device, their ability to deal damage to another player or NPC (non-player character) is instantly amplified.


Its also a very strange device if this is working as intended. what kind of “power up” nerfs the player to make them take more damage? Why does a device that is supposed to adjust the amount of incoming damage a player takes also adjust the amount of damage they output and why is there no mention in the docs or tooltips about incoming damage?

the object from the unreal universe this device is based off doesnt even amplify incoming damage


2 Likes

Gotcha, I’ll get this checked into. Sorry for the misunderstanding!

3 Likes

The team has reproduced this and they’ll be working towards a fix in a future update.

2 Likes

Thank you

FORT-832099 has been ‘Closed’ as a duplicate of an existing known issue.

Has there been a way to fix this yet? I am running into the same issue myself atm now