Crucial instigation in logic to allow more polished games

We are severely blocked from doing cool menus and things happening, because many systems in UEFN lack player instigation. The top ones we have observed are:

  1. Cinematic sequence device. Even though it allows instigation, when it fires then another player cannot play it https://x.com/natereesedev/status/1921236774086402392
  2. SetPlaybackFrame on verse for cinematic sequences to pass the player instigation when the cinematic sequence device is set to be instigated. This change will allow us to control MPC parameters in an instigated workflow.
  3. S̶e̶t̶T̶e̶x̶t̶ o̶n̶ H̶U̶D̶ m̶e̶s̶s̶a̶g̶e̶ d̶e̶v̶i̶c̶e̶, t̶o̶ o̶n̶l̶y̶ s̶e̶t̶ t̶e̶x̶t̶ f̶o̶r̶ t̶h̶e̶ i̶n̶s̶t̶i̶g̶a̶t̶e̶d̶ v̶e̶r̶s̶i̶o̶n̶ o̶f̶ t̶h̶e̶ H̶U̶D̶ m̶e̶s̶s̶a̶g̶e̶ d̶e̶v̶i̶c̶e̶ (̶c̶u̶r̶r̶e̶n̶t̶l̶y̶, i̶t̶ u̶p̶d̶a̶t̶e̶s̶ s̶e̶t̶T̶e̶x̶t̶ f̶o̶r̶ a̶l̶l̶ p̶l̶a̶y̶e̶r̶s̶ s̶e̶e̶i̶n̶g̶ t̶h̶a̶t̶ d̶e̶v̶i̶c̶e̶)̶. Correction, I meant the set text for Pop up device, not HUD message device. Essentially it affects any modal WBP.
  4. Material Parameter collections: Would love to not have to rely on cinematic sequence devices for instigation, and be able to change their value from verse directly, per player.
  1. Is a extremely necessary feature.
    I know at some point a dev pointed out this is how it should work but literally every creator has pools of 16 or 20 of those devices (1 for each player I the map) just to play a single per player cinematic so this is 100% needed
    (If this takes more memory I would be fine with adding a third option to the instigator section like ALL, PLAYER-1 Player only, Player-Multiple simultanious)

2,3,4 Also very needed features :slight_smile:

2 Likes

I think that not only about “instigation”, we need also “replication”.

Instigation means sending the agent/player data so the device can work with it. It works on your provided examples and would be very cool to have.

But, I still think that the entire UEFN toolset needs proper replication controls for many things, both in Verse and events/devices/actors.
A button in the world visible for one player but not to another, or a panel with different textures for each one (like localization but data-driven by verse such as SetMaterial(Player, NewMaterial))

For example, as your 4° note, having a verse-driven MPC value changing, such as set MyMPC.MyValue = 150.6 would change globally, if we get MPCs in verse, we still would need a way to control how this replicate granulary for each player (or other AI agents) of the experience.

With granullar replication we can define blacklists/whitelists for multiple players/agents (for example to see a prop, material, UI element and other stuff) in a much more granullar and customizable way. Imagine showing a bomb prop as red for Team A, but as yellow for Team B, and invisible to Player X.

Another example can be: Imagine hidding a player for others but keeping it visible for self (fort_character.Hide() for example has no replication control and is always global), same with collisions or more complex collision/condition checks based on multiple custom filters (multiple devices have no instigation but classes/teams to filter, all these can be instigated), and basically any other property that it can be useful.

5 Likes

Fully Agreed, we need more ways to be able to manipulate the experiences per player, I loved the recent update to the barrier letting us have an “agent” list that can ignore it instead of relying on classes/teams, hope familiar features get expanded to other devices like an ignore list for buttons (or interactable components)

2 Likes

I know about the slight change if using animation ect but a workaround for the hud is to show() and add the text as part of the Show() this then works per player but agreed it should work per player. Most devices need updating imo.

The button for example I’m having to have 4 buttons 1 per class so the player can only see their button this gets annoying on the map and causes so many extra devices.

I believe eventually scene graph has the functionality to have an interact on something but again i am unsure if this can also be per player.

Timer device needs a complete overhaul - Time is maxed at 60 minutes and this in todays games is nothing. This needs updating to allow up to the server time which i believe is 19 hours.

Item spawners - Having 4 item spawners again set per class for per player ie player 1 is class 1 player 2 is class 2 ect… I am having to add a gold value cost per item or any player can pickup the item even if set to the class.

So many more things need updating and tbh we should be able to do so much more via verse and i know the dev team is doing everything they can and doing an amazing job but it feels like things take so long to update/release. Even a bug fix takes months to fix and all these time constraints make the system abit annoying.

You are correct, I confused HMD with Pop up device, that one cannot have its set text be instigated

1 Like

Yea the popup device is a nightmare i forgot this one too tbh. Im having to have 1 per player for a menu or if i set text on 1 for player 1 it changes all of then who are viewing.

Vote people we need these devices making into per instigator :slight_smile: