I am following up internally to see if there is anything we can do move it closer
No promises at all but we will see what we can do
Thank you for your kindness!
I really hope that one day voice chat channels will no longer be tied directly to Teams, and that creators will be able to control them independently.
This is currently a major limitation for Roleplay experiences in UEFN.
A large number of RP creators rely on Proximity Chat combined with Team changes depending on the area or room a player enters. This is necessary to prevent players from hearing each other through walls and to create proper isolated voice areas.
However, because voice channels are tied to Teams, we are forced to use the Team system for voice management instead of being able to use it for actual gameplay mechanics.
This creates conflicts with many other UEFN features.
For example, custom NPCs using NPC Character Definitions / NPC behaviors rely heavily on Team relationships. Since these relationships are based on Teams rather than Classes, it becomes extremely difficult — or sometimes impossible — to dynamically make an NPC friendly or hostile toward a player based on that player’s Class.
The same problem occurs when players move between rooms or areas. If entering another room requires changing Team in order to switch voice channels, their relationship with NPCs and other Team-based gameplay systems changes as well.
In other words, we currently have to choose between using Teams for gameplay logic or using Teams as a workaround for voice chat management.
For complex RP experiences, these two systems really need to be independent.
Ideally, Voice Channel should have its own dedicated index or identifier, completely separate from Team and Class.
For example, creators could independently define:
Player Team = 2
Player Class = 5
Voice Channel = 12
This would allow us to change a player’s voice channel without affecting their Team, Class, NPC relationships, or any other gameplay logic.
Having a dedicated Voice Channel index that can be controlled through devices and Verse would open up many possibilities for RP creators and would remove the need to use Team switching as a workaround for managing proximity voice between different areas.
This limitation is extremely frustrating when designing more advanced RP systems, because several otherwise compatible UEFN features become mutually exclusive simply because Voice Chat is tied to Teams.
Please consider separating Voice Channels from the Team system and giving creators full control over them as an independent gameplay property.
They added that. You can make voice channels in code and add players to it.
Same issue in our project
Players are killing us numbers are dropping
Do you know the name of the device or Verse API that allows us to programmatically create voice channels and add/remove players? I can’t find it in the UEFN/Verse documentation.
I cant find the page for it but its called channel api i think. u can make custom voice channels and text channels.
U can read about it in the latest release notes.
Thanks a lot, I found it. Are we sure this works better than the previous team-based system?
Thankyou!
A lot of creators are frustrated because this is third time proximity chat is bugged.
We had to wait 2 months everytime for a fix. (unplayable for 4 months total)
So hearing the fix wil maybe be sooner is great news. really appreciate it!
Cela est en effet problématique ;(
42.20 release notes
Channel API
Use the Channel API to create custom voice and text channels and control who can communicate and when. Create new ways for players to connect and coordinate, or limit communication for dramatic effect, such as cutting a squad’s comms the moment they split up. You can also detect when players start and stop speaking to trigger tension-filled gameplay, such as alerting a guard to the player’s location.
The link is below
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OK, the new Verse system that allows custom voice channels to be managed independently from Teams is genuinely useful. I can finally use Teams and Classes for gameplay without tying them to voice chat.Thanks to Hasmatix for the tip
this is a much cleaner solution for social maps.For now, Team-based proximity voice still seems to be broken, so I’m going to publish without proximity and use the new custom voice channels separately for each area.Players can now be in the same voice channel while being in completely different Teams and Classes
and honestly, that’s a huge improvement.I’ll test proximity with these new custom voice channels next. If it works while the old Team-based system is still broken, I’ll post the results here.
It’s always appreciated when creators share solutions that save everyone else a few hours. Thanks again, Hasmatix.
Hi, the bug also happen with normal voice chat, we cant hear each other
Hi, in case it helps, proximity chat was working for a few hours yesterday, and then it stopped working completely again.
Okay update here:
Our QA team is going through their final tests but we have got this scheduled to be fixed 42.30 if all goes well
(post deleted by author)
That’s great to hear! I was getting a lot of daily messages about proximity chat not working.
Just to be clear, is 42.30 the next update? the one coming on October 1st?
Yes, 42.30 is the next update scheduled for Oct 1st
I will let my community know it will be fixed next update, Thanks for the reply appreciate it.
I personally found a solution using the new Verse API. I no longer use the traditional team system connected to a proxy. Instead, I built a proxy entirely in Verse, and it works well.
If you’d like to test it, the island code is 4420-9325-8814.