I have programmed a ranksystem, it works when i dont upload the map, but whenever i upload my map i dont get any points. How do i fix it?

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Fortnite.com/Characters }
using {/Verse.org/Simulation/Tags}
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /UnrealEngine.com/Temporary/UI }
using { /Verse.org/Assets }
using { /Verse.org/Colors }
using { /Fortnite.com/UI }

See Create Your Own Device Using Verse | Unreal Editor For Fortnite Documentation | Epic Developer Community for how to create a verse device.

RankProgressBar := class():
ProgressBarColorBase< private> : color_block = color_block{
DefaultColor := MakeColorFromHex(“000000”)
DefaultDesiredSize := vector2{X:= 250.0, Y := 40.0}}

var ProgressBarColorTop< private> : color_block = color_block{}  
var Overlay : overlay = overlay{}

PBarTitleTextBlock< private> : text_block = text_block{DefaultTextColor := MakeColorFromHex("FFFFFF")}

HPTitleText< private>< localizes>(HPText : string) : message = "{HPText}"

Init(Current : int, Goal : int):void=
    PBarTitleTextBlock.SetText(HPTitleText("{Current}/{Goal}"))

#############################

UpdateWidthAndText(iCurrent : int, Goal : int):void=
    var NewCurrent : float = iCurrent * 1.0
    var NewGoal : float = Goal * 1.0

    RankPercentage := NewCurrent / NewGoal
    BarSize := ProgressBarColorBase.GetDesiredSize()
    NewHealthBarWidth := BarSize.X * RankPercentage
    if (Current := float[NewGoal], Total := float[NewGoal]):
        PBarTitleTextBlock.SetText(HPTitleText("{iCurrent}/{Goal}"))

    UpdateHealthBar(NewHealthBarWidth)

ShowUIForPlayer(Player : player):void=
    if (PlayerUI := GetPlayerUI[Player]):
        if (Fortchar := Player.GetFortCharacter[]):
            if (Instigator : agent = Fortchar.GetAgent[]):
                PlayerUI.AddWidget(CreateUI(Instigator))

UpdateHealthBar(NewWidth : float):void=
    Overlay.RemoveWidget(PBarTitleTextBlock)
    Overlay.RemoveWidget(ProgressBarColorTop)
    set ProgressBarColorTop = CreateTopHealthBar(NewWidth)

    Overlay.AddWidget(CreateOverlaySlot(ProgressBarColorTop, horizontal_alignment.Left))
    Overlay.AddWidget(CreateOverlaySlot(PBarTitleTextBlock,horizontal_alignment.Center))

CreateOverlaySlot(TheWidget : widget, HAlignment : horizontal_alignment):overlay_slot=  
    overlay_slot:
        Widget := TheWidget 
        HorizontalAlignment := HAlignment

CreateTopHealthBar< private>(Width: float):color_block=
    ColorBlock := color_block{
        DefaultColor := MakeColorFromHex("f5c800")
        DefaultDesiredSize := vector2{X:= Width, Y := 40.0}} 

    set ProgressBarColorTop = ColorBlock


CreateOverlay< private>(Agent : agent) : overlay=
    TheOverlay := overlay:
        Slots := array:
            overlay_slot:
                Widget := ProgressBarColorBase
            overlay_slot:
                Widget := CreateTopHealthBar(1200.0)
            overlay_slot:
                Widget := PBarTitleTextBlock
    set Overlay = TheOverlay


CreateUI< private>(Agent : agent) : canvas=
    TheCanvas : canvas = canvas:
        Slots := array:
            canvas_slot:
                Anchors := anchors{Minimum := vector2{X := 0.975, Y := 0.47}, Maximum := vector2{X := 0.975, Y := 0.47}}
                Offsets := margin{Top := 0.0, Left := 0.0, Right := 0.0, Bottom := 0.0}
                Alignment := vector2{X := 0.975, Y := 0.47}
                Widget := stack_box:
                    Orientation := orientation.Vertical
                    Slots := array:
                        stack_box_slot:
                            Widget := CreateOverlay(Agent)


    return TheCanvas

A Verse-authored creative device that can be placed in a level

AllSpawners := class(tag){}

RankSystem := class(creative_device):

var PlayerMap : [agent]PlayerVariable = map{}

@editable EliminationTracker : tracker_device = tracker_device{}

Unranked1 : texture = milad.Unranked_1

Bronze1 : texture = milad.Bronze_1

Silver1 : texture = milad.Silver_1

Gold1 : texture = milad.Gold_1

Platinum1 : texture = milad.Platinum_1

Diamond1 : texture = milad.Diamond_1

Elite1 : texture = milad.Elite_1

Champion1 : texture = milad.Champion_1

Unreal1 : texture = milad.Unreal_1

InitSpawners():void =
    Spawners := GetCreativeObjectsWithTag(AllSpawners{})
    for (Obj : Spawners):
        if (Spawner := player_spawner_device[Obj]):
            Spawner.SpawnedEvent.Subscribe(OnPlayerSpawned)

# Runs when the device is started in a running game
OnBegin< override>()< suspends>:void=
    # TODO: Replace this with your code
    Print("RankSystem Started")
    InitSpawners()
    GetPlayspace().PlayerRemovedEvent().Subscribe(OnPlayerRemoved)
    Sleep(0.3)
    AllPlayers := GetPlayspace().GetPlayers()
    for (Player : AllPlayers):
        Print("Player granted rank")
        OnPlayerSpawned(Player)

OnPlayerSpawned(Agent : agent):void =
    if (PlayerObj := player[Agent]):
        if (PlayerExists := PlayerMap[Agent]):

        else:
            PV : PlayerVariable = PlayerVariable{AgentOB := Agent}

            PV.RankBar.Init(PV.GetCurrentValue(), PV.GetCurrentGoal())

            PV.RankBar.ShowUIForPlayer(PlayerObj)

            spawn{SetCurrentKills(Agent)}

            spawn{RankUpdateLoop(Agent, PlayerObj)}

            option:
                set PlayerMap[Agent] = PV


SetCurrentKills(Agent : agent)< suspends>:void =
    loop:
        Sleep(0.01)
        if (PV : PlayerVariable = PlayerMap[Agent]):
            PV.SetCurrentValue(EliminationTracker.GetValue(Agent))
            PV.RankBar.UpdateWidthAndText(PV.GetCurrentValue(), PV.GetCurrentGoal())

RankUpdateLoop(Agent : agent, Player : player)< suspends>:void =

    RankTextureBlock : texture_block = texture_block{DefaultImage := Bronze1, DefaultDesiredSize := vector2{X := 210.0, Y := 75.0}}

    loop:
        Sleep(0.01)
        if (EliminationTracker.GetValue(Agent) >= 0):
            if (PV : PlayerVariable = PlayerMap[Agent]):
                PV.SetCurrentGoal(5)
                RankTextureBlock.SetImage(Unranked1)
                NewCanvas : canvas = canvas:
                    Slots := array:
                        canvas_slot:
                            Widget := RankTextureBlock
                            Anchors := anchors{Minimum := vector2{X := 0.97, Y := 0.4}, Maximum := vector2{X := 0.97, Y := 0.4}}
                            Alignment := vector2{X := 0.97, Y := 0.4}

                if (PlayerUI := GetPlayerUI[Player]):
                    PlayerUI.AddWidget(NewCanvas)
                    Print("Added Rank Widget")
                break

    loop:
        Sleep(0.01)
        if (EliminationTracker.GetValue(Agent) >= 5):
            if (PV : PlayerVariable = PlayerMap[Agent]):
                PV.SetCurrentGoal(20)
                RankTextureBlock.SetImage(Bronze1)
         
                break

    loop:
        Sleep(0.01)
        if (EliminationTracker.GetValue(Agent) >= 20):
            if (PV : PlayerVariable = PlayerMap[Agent]):
                PV.SetCurrentGoal(55)
                RankTextureBlock.SetImage(Silver1)

                break

    loop:
        Sleep(0.01)
        if (EliminationTracker.GetValue(Agent) >= 55):
            if (PV : PlayerVariable = PlayerMap[Agent]):
                PV.SetCurrentGoal(90)
                RankTextureBlock.SetImage(Gold1)

                break

    loop:
        Sleep(0.01)
        if (EliminationTracker.GetValue(Agent) >= 90):
            if (PV : PlayerVariable = PlayerMap[Agent]):
                PV.SetCurrentGoal(135)
                RankTextureBlock.SetImage(Platinum1)
         
                break
                    
    loop:
        Sleep(0.01)
            if (EliminationTracker.GetValue(Agent) >= 135):
                if (PV : PlayerVariable = PlayerMap[Agent]):
                    PV.SetCurrentGoal(190)
                    RankTextureBlock.SetImage(Diamond1)
                         
                    break
                    
    loop:
        Sleep(0.01)
            if (EliminationTracker.GetValue(Agent) >= 190):
                if (PV : PlayerVariable = PlayerMap[Agent]):
                    PV.SetCurrentGoal(255)
                    RankTextureBlock.SetImage(Elite1)
                                         
                    break

    loop:
        Sleep(0.01)
            if (EliminationTracker.GetValue(Agent) >= 255):
                if (PV : PlayerVariable = PlayerMap[Agent]):
                    PV.SetCurrentGoal(335)
                    RankTextureBlock.SetImage(Champion1)
                                                         
                    break

    loop:
        Sleep(0.01)
            if (EliminationTracker.GetValue(Agent) >= 335):
                if (PV : PlayerVariable = PlayerMap[Agent]):
                    PV.SetCurrentGoal(435)
                    RankTextureBlock.SetImage(Unreal1)
                                                                         
                    break

OnPlayerRemoved(PlayerLeft : agent):void =
    if (Agent := agent[PlayerLeft]):
        if (ActualPlayer := PlayerMap[Agent]):
            var TempAllPlayerMap : [agent]PlayerVariable = map{}
            for (Key -> Value : PlayerMap, Key <> Agent):
                set TempAllPlayerMap = ConcatenateMaps(TempAllPlayerMap, map{Key => Value})

            set PlayerMap = TempAllPlayerMap

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Fortnite.com/Characters }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /UnrealEngine.com/Temporary/UI }
using { /Verse.org/Assets }

PlayerVariable := class():
AgentOB : agent

RankBar : RankProgressBar = RankProgressBar{}

var CurrentGoal : int = 25

var CurrentValue : int = 0

GetCurrentGoal() : int =
    return CurrentGoal

SetCurrentGoal(Change : int) : int =
    set CurrentGoal = Change

GetCurrentValue() : int =
    return CurrentValue

SetCurrentValue(Change : int) : int =
    set CurrentValue = Change