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

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()
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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)
2 Likes

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.

The issue occurs in a public lobby (at least in my case) when two players trigger the event to spawn NPCs. Instead of spawning the full intended number (e.g., a for loop set to spawn 5 NPCs), only 2 or 3 will appear. This happens if two players enter the mutator zone at the same time, which triggers the spawn event. Note: the zone disables immediately after being entered.

Yep also encountering this same issue, after the 36.10 update it seems to be broken. Affecting my published map as well, so has broken crucial parts of that.

We’re checking into this. We have a duplicate ticket here that said this was fixed in 36.10. But it looks like it wasn’t. I’ll post an update as soon as I know more.

2 Likes

The status of FORT-926024 changed to ‘Needs Triage’. We’ve confirmed the issue and it’s waiting to be assigned to someone to fix it.

1 Like

I can confirm this is happening, it’s a map breaking bug for sure. Workaround is to spawn with verse with the Sleep(0.1) in between calls to spawn.

Thank you, @GraemeBB!

2 Likes

I’d like to add that this workaround only works when a single player triggers the function to spawn the NPCs (e.g., by entering a zone). If multiple players trigger it simultaneously, only half the intended number of NPCs will spawn.

that sounds more like a coding issue on your end I think

It clearly isn’t, since my map was working fine for two months, and everything worked perfectly until this bug appeared. Many other will agree with me that the main issue is the device

1 Like

ok, well, I guess you’re stuck with the bug you think you have. We don’t have issues since changing the code style. It was a tip to take a look at your code but feel free to ignore.

lo que no entiend1o es como pongo el codigo ? en donde lo pongo? soy principiante y no se mucho de verse. solo estoy usando el dispositivo de npc normal sin codigo, que alguien me explique

Hey Flak! Is there any updates on the npc bug? So far I don’t think it was fixed in todays update