Dynamically spawn & expose properties for creative_device

Currently it is not possible to spawn a creative_device through Verse (or at least practically…). The creative device is required to be wrapped within a Blueprint of a creative_prop_asset & later found through tags.

However all parameters of the blueprinted device will be lost when it is spawned, making dynamically spawned Triggers, Prop Manipulators, etc… impossible in most cases.

If the devices parameters are exposed &/or the devices can be spawned directly, much more advanced game-play mechanics will become available to developers.

Example
A trigger device can be created & configured in the editor to only be triggered by damage & have a custom mesh set. This device will work as a custom hit-box.

However a trigger device spawned through a Verse device, with same configuration (within the aforementioned creative_prop_asset blueprint) will lose all it’s parameters & spawn as a default Trigger device.

Hey C_inja,

Some creators use a pool of existing props and teleport them when needed

Thanks @Hardcawcanary,

While this will work, it requires a lot of manual work on the creator’s part, and becomes impractical on a larger scale. Many devices, like the Trigger, can’t even be properly blueprinted as any modification to any child components will not be preserved. This means each individual instance of the device needs to be manually placed and duplicated, which leads to messy code and an overly complex solution.

What I’m suggesting is already possible in the editor, but not through Verse — which I believe is an oversight that costs creators significant man-hours by forcing them to rely on inefficient workarounds.

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Keep bringing it up and voting on it, hopefully it gets addressed soon

+1 vote

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