Has anybody found that a guard spawner will just randomly stop respecting it’s settings? I did a tutorial and came across this bug for the second time of that I have a guard spawner set with a gun, ammo, can move around etc and yet when spawned (programmatically) the guard shows up with a pickaxe and can’t move off of the spot the spawner is at.
On a side note, @editable should do error checking on compiling… You can have something set in an editable in the device and it won’t error out if the item doesn’t even exist in the project anymore. It’s weird and wrong. There should be a way to make them required or they are just required by default and error out to waste less HOURS uploading games to fortnite to test and then fail as something was missed. I know somebody else mentioned it but I can’t find that thread so I’m putting my vote in here too.
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
I can confirm this, at least for the Item List.
To reproduce, create 2 Guard Spawners.
Under Item list, add one item to each:
Guard 1 - add any weapon.
Guard 2 - add a sword.
Start session.
Guard 1 will have the weapon specified.
Guard 2 will have their default assault rifle, not a sword.
The only array element should be their one chosen weapon, and this should be equipped upon spawn.
This appears to track to the combination of sword + guard spawner, yet the sword works fine for Players / normal Item spawners.
There are specified weapons the guards use, only shown in live edit >> weapons >> guards. Using anything else will make them not hold it, including bullets as a consumable (dont use those, they have infinite bullets). Same goes for consumables, there is a group called “guards”