Major - devices disappearing / not responding when referenced by a Verse device

Hi, this is something that just started happening today (around 13:30 UTC). I’m seeing that some of my device setups have stopped working but it doesn’t appear to affect devices that are just connected directly to each other - only those controlled by a Verse device. Simply having a Verse device hold a reference to another FN device (and not doing anything with it) is enough to break it.

To repro:

  • create a mutator zone, set ‘visible during game’ so you can see the green box
  • create a new verse script with the default script and add an editable reference to a mutator zone device, e.g:
using { /Fortnite.com/Devices }
using { /Verse.org/Native }
using { /Verse.org/Simulation }
using { /EpicGames.com/Temporary/Diagnostics }

log_test_zone := class(log_channel){}

test_zone := class(creative_device):
    Logger:log = log{Channel:=log_test_zone}

    @editable
    var Zone : mutator_zone_device = mutator_zone_device{}

    # Runs when the device is started in a running game
    OnBegin<override>()<suspends>:void=
        # TODO: Replace this with your code
        Logger.Print("Hello, world!")
        Logger.Print("2 + 2 = {2 + 2}")
  • compile verse and drag an instance of the new verse device into the scene, leaving the ‘Zone’ property empty
  • run the game, you should see the green box and the VFX should trigger if you run into it
  • now try assigning the mutator zone to the ‘Zone’ property in the verse device
  • run the game, see there’s no green box and no VFX from running into it

Is there any significant physical distance between the devices? There is a major issue that shipped with the last build where devices that are not near the player will not trigger.

Hi, this bug is no longer happening since some time yesterday. I am still seeing inconsistent behaviour on devices since the update, we’ve been able to fix some of these by deleting and re-creating the devices.
Thanks