fort_character.Hide() does not hide held weapons/items

Summary

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.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

Call .Hide() on a players fort_character

Expected Result

Player and their items are completely hidden

Observed Result

Player model is hidden, held item stays visible.

Platform(s)

UEFN - PC

Upload an image

Hi Valeriae,

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.

Pls vote for the issue you logged

See if it is the same issue where my glider is visible though I applied stealth splashes

The status of FORT-1103236 changed to ‘Needs Triage’. We are routing this to the appropriate team for investigation.