How do you restart an Objective Device that has been destroyed?

Is there a way to restart a destroyed Objective Device?

Objective devices were added to UEFN in the recent update, so its the first time I’m using them. But, I don’t see a way to restart or re-enable an objective device once it has been destroyed. I was hoping to have targets setup that could be turned on, require the player to destroy, then restart again after a random time.

Also, there is no way in Verse to spawn a device, only creative props, so that seems out of the question as well.

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You cannot currently do that. You can however restart an explosive device. That device has similar options to the objective device and you may be able to use both devices to acheive what you want.

Thanks, but the explosive_device as far as I know can’t be used as a target that the player can shoot. The objective_device is a target the player can shoot and you can get event callbacks when its destroyed. Which is what I need, but reusable.

One solution I’m currently exploring, is to have 100+ of these targets hidden in the level, and bring them into position as needed. Not ideal, but fits more into UEFN’s desired deterministic system since we can’t currently spawn dynamic device instances either.

It certainly can be shot at! :slight_smile: Used this method for years!

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So how do I use it to have a custom collision, instead of the devices cylinder model? If I hide the explosive visuals, and replace my own model, the collision detection breaks.

What I’m currently doing is using the objective_device sphere target, adding custom visuals inside of it, and use the target’s event to detect when its destroyed. I want the functionality, but with my own custom visuals and collider shape.

In Unity, this would be as easy as adding a collider and listening for collision events.

The explosive device does have collision options for Yes/No/Only When Visible. In your case you should be able to keep it on Yes, and turn off “Visible During Game”
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Thanks, I will give this a try.

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Great. I do agree however the Objective Device should have the restart option!

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Any progress on this issue? We can see a few uses for this as well. I was really hoping to have a Niagara system that would spit out targets that the player could shoot. Though what is being attempted here gets closer to the bullseye. :slight_smile:

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The solution we are currently using is to have a pool of objective devices that get turned on as needed after a target is destroyed.

So using an array of objective_device call TurnOnVisibility() and TurnOffVisibility() to cycle thru targets after they are destroyed from the DestroyedEvent callback. Also make sure “Collision During Games” is set to “Only When Visible”.

Not ideal, but works to make the objective device’s “re-usable”.

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Hey Dustin,

I assume you don’t use the objective mark on the HUD. Your workaround would work well but in my case, I use the HUD to track the objective health and having a pool of them means all of them is visible on the HUD. Any chance you have a tip regarding this?

We ended up going with an explosive device per target. They have a Reset() method and can also have custom meshes/collision.

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did you find a solution to still be able to show health of your objective/explosive in the hud?