DamagedEvent doesn’t work in runtime

Summary

DamagedEvent on prop_manipulator doesn’t work for props spawned during runtime with SpawnProp in verse

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

  1. Use PropManipulator.DamagedEvent.Subscribe(X) in your onbegin
  2. Spawn a creative_prop_asset with SpawnProp()
  3. Shoot it in game and you will see X function won’t be triggered

This is also happening with HarvestingEvent().

Expected Result

DamagedEvent to be triggered

Observed Result

DamagedEvent is not triggered

Platform(s)

PC

Additional Notes

I’ve searched this on discord and it appears to be happening for months if not years now, please we need a fix for this

This is intended. With the prop manip the prop needs to be inside the zone/connected to the prop for it to work before the game is started.

You cannot spawn props like this as it wont work as they were not in the zone/connected before the game started.

I assume at some point we will have a component in scenegraph to tackle this but in the meantime this will never work as your trying unfortunately.

I created the same exact thread a month ago and they were “fixing” it. Until it was postponed.

This probs means they will add a comp or something to have the same end result without having to change how the system behaves.

Bug responses are always abit confusing.

You can have the prop as invisible material and set material and keep a flag so you know when you want the event to pass ect always a solution depending on your game.

Yeah, we need something like this soon.

I need to detect every time the prop was hit, and the only option I see right now is setting the prop to 1hp, breaking and spawning it everytime in miliseconds while listening to IsDisposed(). Do you have any other ideas?

you can set the prop manip to set the prop health to unbreakable and it’ll keep triggering the event every time its hit without ever breaking the prop idk if that’s what your wanting ?

I dont think you understood. Props spawned during runtime with SpawnProp are ignored by prop manipulators.

oh i get you now yea the loop: is probs the only way tbh you could depending on what your doing make it smoother by using an array and a for() or increase the time from 0.0 to 0.1 ect anything to improve performance.

Hope you sort it :slight_smile:

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