Summary
The Fortnite client crashes instantly when a WidgetBlueprint is added to a
player’s PlayerUI via AddWidget in Verse. The crash occurs on widget
realization (client side), not in the Verse call itself. It reproduces in a
live edit session and in private playtest.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
UI/Tools
Steps to Reproduce
- Have a Verse device that, on a button interaction, calls an Open() function.
- Open() calls:
PlayerUI.AddWidget(Inv, player_ui_slot{ InputMode := ui_input_mode.All })
PlayerUI.SetFocus(Inv)
where Inv is a WidgetBlueprint asset. - Launch the session, interact with the button.
Expected Result
The widget is displayed on the player’s screen.
Observed Result
The Fortnite client crashes immediately and the player is disconnected.
Server-side Verse continues running: the logs show all prints completing
(about to AddWidget → Open done → RefreshUI done) followed by the player
leaving and the beacon connection closing. This indicates the crash is
client-side, on widget realization, with no server-side Verse error.
Open() : void =
Print(“INV: Open begin”)
if (not Bound?):
BindEvents()
set Bound = true
Populate the widget BEFORE attaching it (matches wbps_manager / custom_player_ui
order), so a remote player never sees a half-filled widget written across frames.
if (not Added?, PlayerUI := GetPlayerUI[Owner]):
Print("INV: about to AddWidget")
PlayerUI.AddWidget(Inv, player_ui_slot{ InputMode := ui_input_mode.All })
PlayerUI.SetFocus(Inv)
set Added = true
Print("INV: Open done")
SyncHotbarFromNative()
RefreshUI()
Platform(s)
PC, PS5
Island Code
3337-3051-9938
