Hello,
I tried reproducing this with a minimal “hide prop” setup
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
hideaprop := class(creative_device):
@editable
MyHidableProp : creative_prop = creative_prop{}
@editable
MyButtonRef : button_device = button_device{}
OnBegin<override>()<suspends>:void=
MyButtonRef.InteractedWithEvent.Subscribe(ButtonExecuteFunction)
ButtonExecuteFunction(Agent:agent):void=
MyHidableProp.Hide()
It is hiding prop as expected. I tested with assets from FN and a custom ‘building prop’ asset. Is there anything that should be changed in order to reproduce this issue?