In-World UMG: Verse-bound field values do not reliably replicate to all clients

Summary

An in-world UMG User Widget’s field, set from server-side Verse and displayed via a View Binding, does not reliably replicate to all clients. In a multiplayer session the widget renders its Verse-driven value SOMETIMES for one player but shows blank for another — same widget, same moment. Sometimes neither player sees it correctly. Static (non-bound) widget content always renders for everyone; only the Verse-bound field is affected. Reproduces with a single in-world widget.

(Note: this supersedes/refines an earlier report (FORT-1130386) I filed framing this as a multiple-instance rendering issue, as further testing shows the true root cause is per-client replication and it reproduces with a single widget.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Scene Graph

Steps to Reproduce

  1. Fresh, empty UEFN project.
  2. Create one UMG User Widget with a single Static Text Block. Create another Text Block and add a View Binding on the Text Block’s Text, set to One Way to Widget, bound to one message variable on the widget.
  3. Place ONE instance of the widget in the world.
  4. From a creative_device, set that variable in OnBegin (tested both a one-shot set and a loop re-setting it every second).
  5. Join the session MULTIPLE TIMES with two players. Will fail with ONE player but takes much longer to fail.

Expected Result

All players see the widget’s Verse-driven text 100% of the time.

Observed Result

  • Static (non-bound) content renders for both players every launch.
  • The Verse-bound field renders SOMETIMES for ONE player and is blank for the other.
  • A re-push loop (setting the field every second) does NOT recover the blank client —
    once blank for a player, it stays blank for that player.
  • A 3-second delay before the first write has no effect.
  • Reproduces in BOTH editor play-test and a Private session.

The image show below shows what each player sees on two different laptops placed side by side.

Platform(s)

PC, Editor play test and Private Island Code

Island Code

0254-8548-9085

Additional Notes

If you add additional widgets the issue happens quicker. Almost every start of the session/game.

I only tested with text/message variables. I did not try other types.

1 Like

This issue seems to go away on published island, depends on Your code tho

The above example was a Private Island. What makes you think it goes away with published?

1 Like

This is pretty important to review and fix if users are seeing different content!

because im using it and most of times on edit session it shows for everyone but the host, since you cannot be a host in published islands it goes away
try it in private versions, if it doesnt work it may be fault in your code

My test above was with a Private Island and two players. The Verse code, the widget and the binding and the outliner are all show above in the images I provided. Are your widgets updating text/messages or other variable types?

@flak this is the real issue and should be combined with FORT-1130386, could someone please look into this. Thank you.

Awesome, thank you!

Do we have an update on this please ? If its not rendering then the feature is useless.

1 Like

it definitely works, one issue that comes to my mind that world placed entities begin simulation even when round in edit session is not started, so some conditions related to verse devices will fail because they start only after round begin
so if its dependent on verse devices, you must ensure that it waits for signal placed in OnBegin of the verse device

It works as far as i see since last update so maybe was fixed ? I didnt test as above tho just my issue seems fixed

FORT-1133983 has been ‘Closed’ as a duplicate of an existing known issue. Origin Issue: FORT-1130386, Origin Topic: In-World UMG: multiple instances of the same widget don't render Verse bound variables