New fortnite update broken all verse code

In this new update all of my verse code doesnt work as intended or not at all, i have made no changes to any code and this is affecting every project that had previously working code, what can i do about this? Or will there be some typr of fix, thanks

Hi Kazami,

I haven’t seen any other reports about Verse code breaking after the update (v33.0).

It might be a good idea to be more specific / go into more detail about what’s breaking/broken to get better answers/advice from the community.

For example, very basic “instant respawn” code is breaking for seemingly no reason, ive asked around others also have this problem but no fix, didnt change anything and its affected all maps, the visual updating of my rank system also doesnt show properly

Same, let me know if there is any fix

Thanks for the extra info, I’m most familiar with instant respawn. What devices / functions is your system based on? (DamageEvent + Teleporter device looks to still be working for me)

I just had the same thing, all my OnBegin functions have broken

Hi, i still have this issue through verse, could you expand on how this looks as code if you can? Thanks any help appreciated

It’s not clear to me what the exact issue is. The best way to get a fix is to be able to point to a specific thing/function/methodology that is now broken.

In the context of teleporter-based “respawning”:

Are editable arrays of devices still working?


@editable MyTeleporterArray : []teleporter_device = array{}

Someone mentioned OnBegin, Is the subscription to certain events still working? (In this example - is the OnDamaged function still getting triggered?)

    OnBegin<override>()<suspends>:void=
        AllPlayers := set Players = GetPlayspace().GetPlayers()
        for(Player : AllPlayers):
            AgentSetup(Player)
 
    AgentSetup(Agent: agent):void=
        if(FortChar := Agent.GetFortCharacter[]):
            FortChar.DamagedEvent().Subscribe(OnDamaged)

######

    OnDamaged(DamageResult: damage_result):void=
        
if: 
            DamagedFortChar := fort_character[DamageResult.Target]
            
            InstigatorFortChar := DamageResult.Instigator?.GetInstigatorAgent[].GetFortCharacter[]
            InstigatorAgent := DamageResult.Instigator?.GetInstigatorAgent[]
            MyRandomTele : teleporter_device = MyTeleporterArray[GetRandomInt(0,3)]