Can't interact with `interactable_component` during "non-round" phases anymore

Summary

Since v40.00, the interactable_component does not work outside a “round running” phase. This includes the Pre-Game / Wait for Players of published maps, and the Edit Mode of an connected Edit Session.

This change affects and break edit sessions, private codes, playtest codes and even already published maps that uses pre-game phase.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

  1. Add interactable_component (or any of its subclasses) to an entity
  2. Ensure that the entity has a mesh with valid collision
  3. Try to interact with it during Edit Mode or during Pre-Game phase

Expected Result

Interaction UI should appear and the interaction itself should work fine without any issues.

Observed Result

Interaction UI does not show, and pressing interaction keybind does nothing.

Platform(s)

All

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Additional Notes

When I made additional tests, I noted that the “player pawn” entity (the one that includes the fort_character) does not exist during the edit mode / pre game phases. It is created when game round phase start, and destroyed/removed from scene when game round phase ends.

I am not sure, but I believe that this may be the reason why it does not work anymore? On past versions before v40.00, the player pawn entity existed fine during edit mode / pre-game, and we could interact fine without issues.

FORT-1078761 has been ‘Closed’. This is working as intended by design.

This seems to be a mistake. The component is interactable_component, and not fort_interactable_component to be bounded to the fortnite game state :thinking:

Also it still breaks usage of already published islands, limits many usages and we don’t have any other alternatives to achieve same behavior…

Hi @Sprintermax, We’ll get someone to take a look.

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The devs said that it is by design, but agree on some of your comments. We’ll enter that into feedback.

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Thanks!
One of the devs also explained some more details on discord. Yeah I see why it was changed to behave like that, and I shared some of my thoughts too