Guard failed to transmit signal to end game if killed by another guard

Summary

I programmed a guard that, when it is killed, it will end the game. If a player did it (like me), it works properly. But if an ally guard that is on the same team as me were to kill it, it would not transmit the endgame signal.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

Try to make guards fight each other and program the enemy guard that when killed it will send a signal to end the game. One is on the side of the player and one to another team. If the allied guard killed it, it will not transmit the end game signal. I did it in End Game Device when eliminated the guard it will activate.

Expected Result

The enemy guard should transmit a signal if eliminated by anyone, whether it is the player, guard, or anything else.

Observed Result

Instead of ending the game, the game will continue as if nothing had happened.

Platform(s)

UEFN

Hi Draigon, Welcome to the Forums.

I was able to reproduce this.

I set up a scenario with 2 guards fighting each other with Score Managers to track their respective ‘On Eliminated’ events.

The Score devices incremented as expected, but the endgame device would not trigger.

Reading the tooltips - It requires the winning team to have a player. So I guess it’s to be expected that if guards are on teams 2 and 3 (and player is on team 1) that it would not be triggered. - But I set it up as you described (You and a guard on a team together) and it was not triggered

Another observation - I set up the end-game device to trigger once the score managers reach a certain threshold (max triggers) and this also would only trigger when the threshold is reached by a player elimination.

Interesting bug - A workaround might involve calling the end game device’s Activate function in Verse and manually passing in a player as the agent.