# Entity.FindCreativeObjectsWithTag Fails to Retrieve Anything

**URL:** <https://forums.unrealengine.com/t/entity-findcreativeobjectswithtag-fails-to-retrieve-anything/2550531>\
**Category:** Issues and Bug Reporting\
**Tags:** fortnite-creative, unreal-editor-for-fortnite, fixed, fortnite\
**Created:** [June 10, 2025, 9:19pm UTC](https://forums.unrealengine.com/t/entity-findcreativeobjectswithtag-fails-to-retrieve-anything/2550531 "2025-06-10T21:19:51Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![ZeroYaHero](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ZeroYaHero](https://forums.unrealengine.com/u/ZeroYaHero)\
**Post date:** [June 10, 2025, 9:19pm UTC](https://forums.unrealengine.com/t/entity-findcreativeobjectswithtag-fails-to-retrieve-anything/2550531/1 "2025-06-10T21:19:51Z")

</div>

### Summary

Entity.FindCreativeObjectsWithTag fails to retrieve `creative_objects` even when it should and when `creative_device` can. This is an issue because there is still a lot of functionality that devices cover that SceneGraph does not offer a replacement for. API where they interact or rely on each other is vital.

### Please select what you are reporting on:

Unreal Editor for Fortnite

### What Type of Bug are you experiencing?

Verse

### Steps to Reproduce

1. First write a Verse tag definition and build code:

```auto
my_creative_object_tag := class(tag){}

```

1. After building code, apply the tag to a `creative_object` of your liking (which in a real world scenario you would use `creative_object` which has Verse API).

2. Then write a Verse authored `creative_device` which `OnBegin` retrieves all `creative_object`’s with said tag:

```auto
my_creative_device := class(creative_device):

    OnBegin<override>()<suspends>:void =
        for(Obj:FindCreativeObjectsWithTag(my_creative_object_tag{})):
            Print("Found Creative Object!")

```

1. Push changes and start the game and for the `n` objects you applied the tag to, the print statement will execute `n` times as expected.

2. Reproduce this same workflow/logic but using the SceneGraph toolset.

3. Write a Verse component which awaits a round start with `fort_round_manager` in order to safe guard failure due to the devices in the level not being initialized simulation start.

```auto
my_verse_component := class<final_super><castable>(component):

    OnBeginSimulation<override>():void =
        if(FortRoundManager := Entity.GetFortRoundManager[]):
            FortRoundManager.SubscribeRoundStarted(OnRoundStarted)

    OnRoundStarted():void =
        for(Obj:Entity.FindCreativeObjectsWithTag(my_creative_object_tag{})):
            Print("Found Creative Object!")

```

1. Create an entity prefab definition  

2. You can add the `my_verse_component` to the defintion OR you can drag and drop the entity prefab definition into the level to create an entity prefab instance and add the `my_verse_component` to it. As long as the entity contains the component as seen in the image below.  

3. Finally, push changes, start the game, and you will observe that the SceneGraph-equivalent workflow will not properly print `n` times for the `n` objects the tag was applied to.

### Expected Result

For the `n` objects you applied the tag to, the print statement will execute `n` times as expected.

### Observed Result

SceneGraph-equivalent workflow will not properly print `n` times for the `n` objects the tag was applied to.

### Platform(s)

windows

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<div class="post-metadata">

**Author:** ![Benjf29](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/benjf29/32/1204359_2.png) [@Benjf29](https://forums.unrealengine.com/u/Benjf29)\
**Post date:** [September 13, 2025, 10:08pm UTC](https://forums.unrealengine.com/t/entity-findcreativeobjectswithtag-fails-to-retrieve-anything/2550531/5 "2025-09-13T22:08:17Z")

</div>

This issue is really annoying, it’s complicated to make link between SG component and creative device

We need to use deprecated GetCreativeObjectsWithTag 🙃

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<div class="post-metadata">

**Author:** ![prodkjonsson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@prodkjonsson](https://forums.unrealengine.com/u/prodkjonsson)\
**Post date:** [September 18, 2025, 8:37am UTC](https://forums.unrealengine.com/t/entity-findcreativeobjectswithtag-fails-to-retrieve-anything/2550531/7 "2025-09-18T08:37:32Z")

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The issue should be fixed in upcoming releases.

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**Author:** ![system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/1/3/713c9d3f58553f0de89543d76a8a3a2779dc9fa4.png) [@system](https://forums.unrealengine.com/u/system)\
**Post date:** [December 7, 2025, 9:20pm UTC](https://forums.unrealengine.com/t/entity-findcreativeobjectswithtag-fails-to-retrieve-anything/2550531/8 "2025-12-07T21:20:00Z")

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This topic was automatically closed after 180 days. New replies are no longer allowed.

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**Author:** ![Bug-Reporter](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bug-reporter/32/997076_2.png) [@Bug-Reporter](https://forums.unrealengine.com/u/Bug-Reporter)\
**Post date:** [August 3, 2026, 7:00pm UTC](https://forums.unrealengine.com/t/entity-findcreativeobjectswithtag-fails-to-retrieve-anything/2550531/9 "2026-08-03T19:00:17Z")

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FORT-922337 is ‘Closed’ as ‘Fixed’. The issue will be addressed in 37.40 and 42.00.
