Objective Pulse broken

Reference ID

9de153a6-4a1c-9cc5-45cc-068b853a0472

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Devices

Summary

Objective Device - Deactivate Objective Pulse function does not work, both with direct binding event and verse

Steps to Reproduce

Connect triggers to Activate and Deactivate Objective pulse DEB, trigger
or
ActivateObjectivePulse(Agent) and DeactivateObjectivePulse(Agent)

Expected Result

Objective Pulse appears on activated, and disappears on deactivated

Observed Result

Objective pulse appears on activated and stays unchanged on deactivated

Platform(s)

windows

The status of FORT-730793 incident has been moved from ‘Backlogged’ to ‘Closed’. Resolution Reason: ‘Won’t Do’

As a workaround for this problem, I started using the map indicator device instead.

However, with the 29.30 update, I discovered a new bug. The objective pulse does not show up for any device (map indicator and objective device) for the first 2ish minutes of a fresh server, by that I mean a newly run private code or after I had just pushed changes.

On accident, I discovered a way to “jumpstart” the objective pulse by activating the pulse over and over again using something like this:
image

If you don’t want to use verse, you can activate with a bunch of triggers or something.

As of 29.30, the deactivate objective pulse for the objective device still does not function. Map indicator is still the workaround for this problem.

2 Likes

Thank you for all the info TomJank! Sharing this where I can!

2 Likes

Another workaround that seems to work for me, besides activating it 20 times, is to activate it through a button device or a switch.

We’re taking a look at this one.

I’m also still seeing issues with the objective pulse failing to activate.

In my testing this issue was present irrespective of device type, objective and map indicators.

Also in testing, I have found that a simple secondary triggering of the pulse was successful.

I suspect the reverse is a possibility, but I haven’t tried.

Here’s the min-repro code I used to verify the issue and the work-around:

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
hello_world_device := class(creative_device):
    @editable Ob:objective_device=objective_device{}
    @editable Mi:map_indicator_device=map_indicator_device{}
    OnBegin<override>()<suspends>:void=
        Sleep(1.0)
        Players:=GetPlayspace().GetPlayers()
        if:
            Players.Length>0
            Player:=Players[0]
        then:
            Ob.ActivateObjectivePulse(Player)
            Mi.ActivateObjectivePulse(Player)
            # with these lines commented out, no pulse
            # double triggering: succeeds
            #Sleep(1.0)
            #Ob.ActivateObjectivePulse(Player)
            #Mi.ActivateObjectivePulse(Player)
        else:
            spawn:
                OnBegin()
1 Like

I’ve found that Map Indicators Objective Pulse works great with 1-3 players but when 4 or more players in the map, they stop working entirely. I can’t get the objective pulse to appear.

No code changed only the number of players.

And it doesn’t work for ANY of the players. Not just players 4+

I just tries it in an empty lobby and it does not work.