**CRITICAL** 40.40 removed the ability to localize the agent name

Summary

As per title, we can no longer localize the agent name so any map that has a leaderboard/voting or uses the agent name in ANY way will be broken.

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

  1. MakeAgentName (Agent:agent) : message = “{Agent}”

Expected Result

Agent name returned in message format

Observed Result

Compile error

Platform(s)

All

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It’s worth saying it may not be as bad as it first appears (can’t test because servers are down) but the verse does still compile even with the scary error message.

image

2 Likes

Seems Claude Code deleted 2 lines from theirs api today! :pleading_face::partying_face:

This issue does prove that they DON’T really test such caes before release.

7 Likes

A while ago I was commenting with someone about how getting agent name is inconsistent with other APIs after we received the description_component.

I was expecting something like this yo be consistent now that we have the component:
(This is not a confirmation or current way of doing it, is just how I would expect it to work on a consistent environment based on other existing similar API usages)

MessageFromAgent<public>(Agent:agent)<reads>:message =
    Agent.GetComponent[description_component].Name or Err("did you accidentally the component?")

# Ex. When an annonymous player left the experience and you try to query it later
Loc_Common_UnknownAgent<public><localizes> : message = "Unknown Player"

Loc_Common_AnnonymousAgent<public><localizes>(PlayerIndex:int)<computes> : message = "Annonymous Player {PlayerIndex}"

MakeAnnonymousPlayerName<public>(Agent:agent):message =
    PlayerIndex := Agent.GetPlayspaceForEntity[].GetParticipants().Find[Agent] or (return Loc_Common_UnknownAgent)
    Loc_Common_AnnonymousAgent(PlayerIndex)

MakeLocalizableValue<public>(Agent:agent):message =
    Agent.GetComponent[description_component].Name or MakeAnnonymousPlayerName(Agent)

Then for example:

  • description_component on pawn = skin/animal name (Boar, Fishstick, Jonesy)
  • description_component on agent = player/npc name (Sprintermax, Ninja, MyPersonaNPC)
  • description_component missing = annonymous/not applicable

Imo this would be a good thing since we could be able to detect annonymous players and how they will be shown for example…

Update: this is just a visual bug on the LSP, code still compiles and work fine in game:


But still no description component on the agent entity tho :­/

1 Like

not in case.
i tried to use this code
ToMessage(Agent : agent): message = Agent.GetComponent[description_component].Name or Err(“did you accidentally the component?”) and all seems to be back right

without using this code the code doesn’t compile

That was a suggestion from me about usage of description component to retrieve player name (since now we have it). This to be more consistent with other places where it is already being used, such as NPCs, Persona Devices, Wildlife, Test Players and so on…
It is not currently being used and we don’t even know if it will ever become a thing. Is just how I wanted to have it (since now we have that component, before we did not have it…)

The current method of just MessageFromAgent<public><localizes>(Agent:agent):message = "{Agent}" is still the correct approach to get player name.

The errors shown on the the VSCode from Verse LSP is just a visual error, code still compiles and work fine :slight_smile:

I can confirm this issue since 40.40.

Before the update, this worked perfectly in Verse UI and on billboards:

PlayerName<localizes>(Target:agent) : message = "{Target}"

I used it in multiple production systems:

  • admin panels

  • RP panels

  • leaderboard/statboards

  • player management interfaces

Since 40.40, VSCode/LSP now reports errors on these systems, and in some cases player names appear blank inside Verse UI or billboard text.

This is a major issue for RP and management maps because displaying Fortnite usernames inside custom Verse UI is essential for many gameplay systems.

The player_reference_device still displays names correctly, so the data obviously still exists internally, but Verse UI currently behaves inconsistently with localized agent/player names.

Please either:

  • restore stable support for localized player names in Verse UI/billboards,

  • or provide an official replacement API for safely displaying Fortnite usernames in custom UI systems.

2 Likes

the problem is still there

i tried to use this approch

  1. ToMessage(Agent : agent): message = Agent.GetComponent[description_component].Name or Err(“did you accidentally the component?”)

but is not working

the code goes in verse errror code during the sessions start

That is not the fix, that is a comment based on what I would expect… Described better here:

The usage to get agent name is still the same as always:

MessageFromAgent<public><localizes>(Agent:agent):message = "{Agent}"

And ignore the errors, they are just visual

1 Like

You know why its work just 1 time in 1 code and for other code its make same error ?

same issu ehere

1 Like

even though it is just visual publishing is not possible because it shows project has verse errors..

Which errors? I am pretty sure the errors are related to other stuff and not exactly this…

see this image? this is the error..whem i click compile it compiles succesfully and also when i launch session it works fine no issues in that..But you cant publish in this state. because it shows verse errors..

You must have other errors because I have published with this

This is scheduled to be addressed in 41.00, I’ll ping the team to get the ticket updated.

FORT-1103027 is ‘Closed’ as ‘Fixed’. The issue will be addressed in 41.00.

no i have no other errors..Literally nothing..i commented out this error and checked for other errors and has no other errors…

Publishing errors does not show up on editor or vs code at all, and as me and others said, this error about localization is just visual and does not prevent publishing. If you are unable to publish, you may have other issues such as backwards compatibility checks failing for example…