NPC Device Still Broken, Now Failing to Spawn Half the Time

Summary

I’ve received multiple reports from players in my roguelike that several rooms which are supposed to spawn 5 or more NPCs are not spawning the correct amount anymore. I’m using a for: x - 20 loop with a single NPC spawner device to generate multiple NPCs. This method had been working reliably for a long time, but it no longer seems to function as expected with Verse

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

Place down an npc spawner
in verse make a function with for x:20 where It should fast spawn NPCs in 1 device
Set the NPC count and limit to 5

Expected Result

Should fast spawn 5 NPCs

Observed Result

It spawns a lower number of NPCs (like 3 or 4 instead of 5)

Platform(s)

PC

Island Code

0243-3963-9174

Video

FORT-926024 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.

1 Like

After testing, it looks like when multiple NPCs die at the same time (e.g., from an RPG), only some of them trigger the EliminatedEvent. So if 5 NPCs die at once, only 2–3 may register, which breaks my room logic that relies on all eliminations being counted.

1 Like

I have a similar issue except only one spawn per device

I am doing this with my code:

G.GuardDevice.DespawnAll(false)
G.GuardDevice.Reset()
set EnemiesAlive += G.SpawnAmount
for (i := 0 .. G.SpawnAmount):
      G.GuardDevice.Spawn()
1 Like

I experienced the same issue, but adding Sleep() between Spawn() calls resolved it and made the NPCs spawn correctly.

            for(Count := 0..NPCSpawnerConfig.SpawnCount - 1):
                NPCSpawnerConfig.NPCSpawner.Spawn()
                Sleep(0.1)
1 Like

tested it. for me EliminatedEvent works flawlessly

yep. i also fixed my walker spawners this way.
seems like now npc spawners cant fire Spawn() more than once per tick.