# How to no longer change class when reset build

**URL:** <https://forums.unrealengine.com/t/how-to-no-longer-change-class-when-reset-build/2380890>\
**Category:** UEFN Validation\
**Tags:** unreal-engine, unreal-editor-for-fortnite\
**Created:** [March 8, 2025, 2:56pm UTC](https://forums.unrealengine.com/t/how-to-no-longer-change-class-when-reset-build/2380890 "2025-03-08T14:56:37Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Mistigri\_76](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Mistigri\_76](https://forums.unrealengine.com/u/Mistigri_76)\
**Post date:** [March 8, 2025, 2:56pm UTC](https://forums.unrealengine.com/t/how-to-no-longer-change-class-when-reset-build/2380890/1 "2025-03-08T14:56:37Z")

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Hello everyone, I have a small problem on my BF map: when I do my reset build, it changes my class and puts me back on the default one. How can I do so that I no longer change class as soon as the reset build is done.  
NB: I have verse code that modifies my HP, but I don’t think that’s where it comes from, because even without it, the bug still occurs. Just in case, I’ll put it for you anyway:

```auto
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/UI}
using { /UnrealEngine.com/Temporary/SpatialMath}
using { /Fortnite.com/UI }
using { /Verse.org/Colors }
using { /Verse.org/Colors/NamedColors }

# See https://dev.epicgames.com/documentation/en-us/uefn/create-your-own-device-in-verse for how to create a verse device.

# A Verse-authored creative device that can be placed in a level
HP_device := class(creative_device):

    @editable ClassSelector_185HP:class_and_team_selector_device = class_and_team_selector_device{}
    @editable ClassSelector_200HP:class_and_team_selector_device = class_and_team_selector_device{}
    @editable Trigger_185HP : trigger_device = trigger_device{}
    @editable Trigger_200HP : trigger_device = trigger_device{}

    # Runs when the device is started in a running game
    OnBegin<override>()<suspends>:void=
        Trigger_185HP.TriggeredEvent.Subscribe(Assigned_185HP)
        Trigger_200HP.TriggeredEvent.Subscribe(Assigned_200HP)

    Assigned_185HP(A:?agent):void=
        AllPlayers := GetPlayspace().GetPlayers()
        for (Player : AllPlayers, Agent := agent[Player]):
            ClassSelector_185HP.ChangeClass(Agent)
        
    Assigned_200HP(A:?agent):void=
        AllPlayers := GetPlayspace().GetPlayers()
        for (Player : AllPlayers, Agent := agent[Player]):
            ClassSelector_200HP.ChangeClass(Agent)

```

Thanks in advance.
