Using some really weird trickery, you’ll learn how to spawn Fortnite devices on the fly, and use them in Verse.
https://dev.epicgames.com/community/learning/tutorials/vv19/fortnite-spawn-devices-dynamically-using-verse-and-a-bit-of-cursed-tricks
I just tried this out and didn’t work for a campfire device, I tried a launch pad device and it spawned but was broken (could jump on it but would immediately push the character back down. I also tried with a Damage Volume device and it also seemed broken, as when the character entered the zone, they wouldn’t get damaged. Are you sure this method still works? I also just tried calling SpawnProps for a creative prop with a damage volume attached, and the damage volumes don’t appear to get spawned with it, similar to Is there a way to spawn props with devices attached on it?.
Getting the similar issues here where it throws error “Illegally refernces asset …”
did you end up finding a way to fix the damage volume damage. I’m stuck on the same issue, I just need the damage volume to do damage.
This seems to be not working anymore, unfortunately. Some BPs throw “Illegal references” errors or spawn the devices with default settings.
It would be amazing if UEFN actually supported spawned devices, in a less hacky way, in which we could still change the device’s settings after. Something like a Unity Prefab.
I was wondering if it was just me… Looks like Epic’s not going to make it easy for us…
What I’m wondering now is what’s next? While there are ways to work around this, none of them consist of easy solutions - and in some cases, don’t work at all depending on what type of game you’re making.
My first thought is that it was removed as there will be an alternative, better way to do it, but there does not appear to be anything of this sort mentioned on the roadmap.
This doesn’t work for me. I wanted to spawn movement modulators but they would only spawn with the default settings no matter what I tried. In addition, I ended up with undeletable device artifacts all over my level. I believe doing this creates a blueprint in a “bad state”.
As a workaround, I ended up creating a simple blueprint of a small sphere mesh. I then attached an instance of my modulator device to it (create instance of BP on level, drag instance of modulator onto the BP instance in the ‘outliner’ in UEFN). I repeated this multiple times. You can then get a reference to the creative_prop in verse and move that (which in turns moves the device). This did require me to manually create a bunch of props/devices in my level as well as create a verse class to manage/pool them. However, it allowed me to move forward with my use case. I realize this solution won’t work for all use cases, but it did work for mine.