This has been a bug for a long time but any map that has any verse code in it always requires restarting it from initialize launch from UEFN. Verse does not load in for some reason and that game needs to be stopped, wait for it to stop and then started again. This adds development time that seems unnecessary.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Verse
Steps to Reproduce
open a map with verse in it, launch from UEFN, fortnite starts and SLOOOOWWWLLLY launches a playtest, playtest starts and verse isnāt running. Stop game, waaaaaiiiitttt, then start again and verse works.
Expected Result
First launch should have everything running, should not require a restart which extends development testing time
If it is inside of say a building or something with collision it may be blocking it. We ran into this issue with Verse Devices, Timer Devices and so on but once we put them out in the open they seemed to work.
Blocking what? Itās a verse device so it doesnāt need to be visible and ALWAYS works on the second loading of the game. I believe this is a timing issue as it requires āAuto start gameā to be checked to make it happen in the āLaunch sessionā menu.
I notice the same thing with NPC navigation path. The navigation are broken on the first start from UEFN, and restart needed go have correctly navigation path. First session making them blocked
I never though of starting on launch but yeah, Iāve had these issues with most of the devices in my large open worlds. If you put your devices in a room or a building with collision the devices seem to loose the ability to communicate with one another through the walls. Itās one of the craziest bugs Iād ever seen and only seems to happen if the building or room is using complex collision rather then simple collision.
This doesnāt happen on tiny projects, it has to be a project that has a decent amount of verse. In such a case, it ALWAYS happens, Iāve never had it not happen on any of our projects.