Devices and Tags names now include hierarchy path

Summary

Since CH6S2 update, Devices and Tags names now automatically always include hierarchy path, which is useless and only adds noise.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

  1. Create Folder
  2. Inside folder create verse device
  3. Drag created device to map level

Expected Result

Device name must have only its name

Observed Result

Device will have name of folder where it is located

Examples



Platform(s)

PC

Additional Notes

Tags have the same problem as devices.

Is this scene graph cos on mine its working as normal and mines just a normal project ?

Nope. Im getting this even on blank template project. Is it just my UEFN bugged?

IDK Dude

All i know is mine is fine on everything

For ref

Is they a setting that you have enabled which always shows hierarchy

Do you mean in tags? No. And I don’t know if there is any other checkbox like that.

Click that show tag hierarchy on and off and see if that resets it

You could also try verifying your files.

  • To verify UEFN on the Epic Game Launcher:
  1. Open the Epic Games Launcher.
  2. Find Unreal Editor for Fortnite (UEFN) in your Epic Games Library.
  3. Click the three dots on the right side of the UEFN line.
  4. Select Manage.
  5. Click the Verify button.
  6. Wait for validation to complete.
  7. It may take a while to verify all your files.

I’m seeing this on my tagged collectible devices too

I’m running into my own bugs where not all my tagged items (collectible devices) are getting recognized in Verse iteration loop… :thinking:
Dunno if they are related

Tried it. Even deleted related folders at “%user%/AppData/Local/” and again tested with a new blank project. Same result.

It started in my first project after the new season update and what maybe related - my brother transferred this project to me at Creators Portal. And he also has this bug.
Checked my older projects, now they have it too.

tested your bug. Collectibles work fine for me (and tags themselves work as expected, just have weird names in editor)

Code from test
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Verse.org/Simulation/Tags }
using { TagsColl }

TagsColl := module:
    Coin<public> := class(tag){}

hello_world_device := class(creative_device):

    @editable Granter:item_granter_device=item_granter_device{}

    var Coins:[]collectible_object_device=array{}

    OnBegin<override>()<suspends>:void=
        
        TaggedCoins:=FindCreativeObjectsWithTag(Coin{})
        for (Obj : TaggedCoins) :
            if (CoinObj := collectible_object_device[Obj]):
                set Coins += array{CoinObj}
        for(j->i:Coins):
            i.CollectedEvent.Subscribe(OnCollected)

    OnCollected(a:agent):void=
        Granter.GrantItem(a)
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Oh thanks for looking! Yeah I figured out my error and it was really weird, but it turns out my tagged items were working all along!

What happened was I was testing some functions (with Print messages to debug) to iterate over the tagged items, and at some point the Print function was not showing any more messages, leading me to think the code was stuck in a loop and/or not seeing all tags in the group. But then I caught a quick error message in the playtest that said the Print function was being throttled. I think what happened was I was printing in too many for loops and that just caused Print to spazz out and not print.

Anywho long story short yup! All is good. Thanks for trying it out and showing example code too!

1 Like