After the latest 32.00 update, data layers no longer function as expected.
Previously created data layers work fine as long as you move an actor associated with a data layer - after that they become always visible.
Creating a new data layer on such older projects also does not work - they remain always visible as well.
This in turn causes map updates for unique levels to become impossible.
Please select what you are reporting on:
UEFN
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
Open a project created prior to 32.00 update that uses data layers that get loaded, activated and unloaded based on sequencers.
Move an actor in one of these data layers.
Expected Result
UEFN handles data layers the same way as it did prior to version 32.00.
This means that sequences can unload, load and activate data layers without them becoming always visible once they are moved/adjusted or new actors are added to an existing data layer.
Observed Result
Modified actor of the data layer is immediately visible on launching the game and will remain so for the entire duration.
Platform(s)
windows
Island Code
9510-3204-1034
Additional Notes
Existing data layers function exactly as intended until you decide to move an actor associated with a data layer. This actor becomes unusable after such change, everything else still functions as expected.
Creating a new data layer on an older project causes it to also be always visible - this is not the case when I tried it with a new sample project (those work as intended).
I thought I found a workaround by using Verse version 0 instead of 1, but this is highly inconsistent in practice.
I totally agree that this is crucial and some acknowledgement from Epic Games would be nice regarding this issue, as it really feels I can’t have any map updates to a game I’ve been working on for over 6 months by now.
I spent days trying to debug this and I can’t figure out what is causing this… it has to be something internal rather than something a workaround would fix.
I can’t speak for him, but I’ll list some things that I’ve tried to remedy this:
Restarting UEFN
Changing Verse version back to 0.
Resave + remake all cinematic devices/every other device associated with loading/unloading/activating data layers
Move some stuff on the data layers, resaving them/ making copies of data layers etc.
Creating new project to do data layer demo with the exact same settings (all worked fine there).
What baffles me the most are the 2 following things:
Sometimes on some very specific terms it functions just fine (right when creating a new data layer it works until making changes to the data layer and pushing those changes to the Fortnite game for example).
On the UEFN engine itself visually everything is shown correctly (i.e. hiding data layers). It’s when you launch the actual game is when you experience these issues of data layers being always visible.
I’m just happy to know that I’m not the only one experiencing this problem, which means that this isn’t specific to my project.
I just want to chime in and confirm that I’m also facing this issue. Specifically, I’m encountering the exact same problems as described by @EGMglokk:
Sometimes, on very specific occasions, it works just fine—like right when creating a new data layer. However, after making changes to the data layer and pushing those changes, the props in the data layer appear even though they are unloaded.
In UEFN itself, everything looks correct visually (data layers hide/unhide as expected), but when launching the actual game, the data layers remain always visible.