DamageEvent() on the objective device that was just added in the latest patch does not work until a function is called on the device.
Steps to Reproduce
Place objective device, button device, and a custom verse script that subscribes to the objective DamageEvent() and the button interact event. have the button trigger a Heal() on the objective when pressed. have the damagedevent print a string showing the damage value. shoot the objective device (no print), press the button to heal the device, shoot the objective (print displayed)
Expected Result
DamageEvent() should work without having to call a function on the device
Observed Result
DamageEvent() does not work until function called on objective device
I’m experiencing the same issue as described above. Subscribing to DamagedEvent of Objective Device is doing nothing until it is interacted by some other Device, which is making usage of the Objective Device unnecessarily more complicated. UEFN v34.10.
This is still an issue after update to v35.00. Subscribing to DamagedEvent of Objective Device is doing nothing until it is interacted by some other Device or until some other function in Verse is called on it. Please, fix this soon, it already has 12 votes.
Hello, you can for example make a function to heal the objective device with a value of 0 like this: Objective.Heal(0.0)
So it will actually do nothing, but it will “activate” the device to be able to respond to DamageEvent. So after a heal will be executed, you can call different function which will contain something based on DamageEvent and it should work as it is working for me like that. Or you can try something different with Objective Device to do before DamageEvent as a separate function.
But don’t put Heal directly to a function called on a DamageEvent, because it will not work for this purpose (it needs to be “activated” by something before it could be registered).