Class selectors not working in published version?

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Summary

Class devices work during local testing on home computer but they do not when the game is published?

Steps to Reproduce

Place class devices and set one set to modify team and another to update player loadout using class designer devices. Test them locally and then publish the game and check for them to work live.

Expected Result

Locally working class and class designer devices should work when published live.

Observed Result

Devices are not working when published live.

Platform(s)

Windows 11

Island Code

9477-5880-2058

Same thing been happening with me, unable to find a solution to this yet.

Try with that throttle class changes off that messed some of my things up so i disabled it. I think it was part of an update that set it to enable by default.

its a setting in the class selector

They are still not working? Interesting thing to note is that this game was working for months and then stopped so all my current updates have been mostly focused to try and find a work around to resolve this. It’s clear there was an update to the class device that has broken even existing games that use this device.

no joke mine was the exact same thing with changing teams. It work in a session but not when published. It would change past team 16 but instead would go to team 1

Unfortunately for me the throttle option didn’t work but I’m guessing that resolved it for you.

I wish there was a staging environment or something close enough to it.

it didnt fix for me but when i tried it in a session it worked so i assume they fix it or my issue maybe

There’s a problem where agent initializes before fortcharacter can, and it needs the fortcharacter to assign the class.

Try:

    OnAgentSpawn(Agent:agent):void=
        spawn{ValidateAgent(Agent)}

    ValidateAgent(Agent:agent)<suspends>:void=
        if(Player:=player[Agent]):
            race:
                loop:
                    Sleep(0.1)
                    if(Fort:=Agent.GetFortCharacter[],Fort.IsActive[]):
                        Sleep(0.33)
                        PlayerInit(Player)
                        break
                block:
                    Sleep(5.0)
                        Print("Error: Agent Unable to Validate FortChar")

     PlayerInit(Player:player):void=
        # Change class here