fort_character.SetShield is not working as expected in a published project

fort_character.SetShield is not working as expected in a published project.
Curiously it’s working when I use ‘Launch Session’ in UEFN. The following code applies 25 shield in a launched session, but 75 shield in a published project.

What can I do?

using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Playspaces }
using { /Verse.org/Simulation }
using { /Verse.org/Verse }

    add_shield_test := class(creative_device):
        AddShield(InPlayer : agent) : void =
            if (myFortCharacter : fort_character = InPlayer.GetFortCharacter[]):
                var _shield : float = myFortCharacter.GetShield()
                set _shield = _shield + 25.0
                myFortCharacter.SetShield(_shield)
                Print("Set shield to {_shield}")

for some reason published projects work differently than uefn sessions. it’s a massive bug that affects loads of stuff. You just gotta find a workaround for now

Thank you for your report! We would like to look into this further, would you be able to submit a bug report using the form available here: Fortnite Creative

Thank you very much. I just used your Bug Report form.
B.t.w. … this is the island code: 9634-1782-7806

I managed to develop a gun game for teams, with more than one round and where new members can join while the game is already running. And the players can change the team between rounds. :slight_smile:

I love UEFN! Thank you very much for this playground!