Using .Hide() on a fort_character does not hide held weapons/items. Resulting in a floating weapon.
I do have custom items and inventory enabled on this project. Maybe that has an influence on this?
In the attached picture you can see a custom DBNO system showing this issue. There is a fake player character on the ground using an animated player reference device.
Then a floating gun above them from where the real but invisible player is holding a weapon.
I’m able to reproduce this. I see it without Custom Items/Inventory, I also see with Physics enabled and disabled. (With physics enabled a different FortCharacter is used)
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Fortnite.com/Characters }
hide_a_char := class(creative_device):
@editable
MyButtonRef : button_device = button_device{}
OnBegin<override>()<suspends>:void=
MyButtonRef.InteractedWithEvent.Subscribe(ButtonExecuteFunction)
ButtonExecuteFunction(Agent:agent):void=
if (Character := Agent.GetFortCharacter[]):
Character.Hide()
One thing to note - If you have the weapon equipped while hiding the character, everything will be hidden, but if you unequip and then re-equip the weapon it is no longer hidden.