Specifically, this function works as expected when we launch a session of our project on UEFN. However, it stops working when we upload a private version.
We are not sure if the problem is on the OnBegin function of the devices or on the devices themselves not starting. They have the Enabled at Game Start option checked but it does not seems to be working in private uploaded versions, only in uefn editor.
Thank you for your report! We would like to look into this further, would you be able to submit a bug report using the form available here? Fortnite Creative
We aren’t 100% certain, but it seems using Agent.Respawn() in our case produced issues on private builds.
We refactored our custom device and used a teleporter device instead and that fixed it. We were able to publish successfully both a private and later on a public build.
Setup the button to be disabled by default, then start your private session and see if it works.
I’ve also had weird cases where I’ve had to add an arbitrary amount of Sleep(Duration:float) before calling anything else. Maybe try to Sleep for a second or two, at the very least for a frame Sleep(0.0)
Indeed, Agent.Respawn() seem to be the blame. Removing them have solve the OnBegin problem. Still having some teleport/spawner troubles but at least devices started to work.
I’m encountering the same problem. My OnBegin() is not firing when playing on private code or published map version. Only in a UEFN Session it’s working fine.
Any other ideas what could lead to this behaviour?
It seems like there’s only a very slight chance that it does work.