Interactable Objects per Player (Maintaining State Across Sessions)

In Fortnite, there are quest devices you can interact with that disappear once you’ve interacted with them — and they stay gone for that player, but still remain visible and interactable for others.

How can we replicate this behavior in UEFN? I’m looking for any ideas or insights.

I know collectibles function similarly, but I’m unsure if they can be made persistent across sessions. Barrier devices have ignore lists that can be persisted, but I haven’t seen a similar option for collectibles.

Does anyone know how Fortnite handles these interactable, per-player disappearing objects? Any pointers would be appreciated. Thanks!

Sides that can be vissualy affected on the client only are very few, you could try the switch device and having a custom mesh when turned on that would be essentially a empty mesh with nothing on it, maybe that would prevent interaction. Just have the switch turn on for anyone who you don’t want to see/interact it and make sure to enable different State per player

That’s an interesting idea. I’m not sure I understand though. If/when the mesh is visible, wouldn’t everyone see it? How can I make a mesh visible only to certain players?

Here’s the type of device I’m talking about. One of these where you run up and interact with it and then it disappears. If there are more than 1 player, each player has to go interact with it separately to make it disappear for them.

The switch mesh is visible per player if you set use state per player to on

Oh, okay! I never used the switch before. I’ll try that out.