Outdated Information for SpawningProps via verse

Summary

The description of the “spawn_prop_result”'s enum TooManyProps in the digest writes

(# More props have been spawned than are permitted by the island’s rules (currently 100 per script device and 200 total per island).)

Which is not true for many months now as the limit seems to have been upped to around 20’000 per device and a way higher limit per island, and it also misses a critical piece of information to any creator reading it, The way its written can be understood that a device could spawn up to 100 (now 20’000 props) before being stopped from spawning any more, But if a prop is creative_prop.Disposed() it actually removes it from the 20’000 maximum props spawned limit.

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

Step 1: Create a verse device
Step 2: Paste or Recreate similarly the following code (It spawns 7’000 props at once using the spawnprop function then after 7 secs it disposes them and spawns 7’000 more after 7 secs and keeps repeating it 1000 times counting each time a prop is spawned)

“Script slightly updated from the one on the video giving options to customize if props should be disposed and how many to spawn at once”

using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Verse.org/Simulation }

prop_spawner:= class<unique>(creative_device):

    @editable ShouldItDisposeProps : logic = true
    @editable HowManyPropsToSpawnAtOnce : int = 7000
    var PropsSpawnedTotally : int = 0 # Variable to keep track of how many props we spawned in total

    OnBegin<override>()<suspends>:void=

        for(TimesToRun:=1..1000):
            var MProps : []creative_prop = array{} # Array holding all the props we spawn

            for(i:=1..HowManyPropsToSpawnAtOnce): # For Loop Spawns 7000 Props at once and adds them to an array to dispose them later
                Result:=SpawnProp(DefaultCreativePropAsset,transform{Translation:=vector3{Y:=(i*125.0)}}) # Spawns a prop at a certain location
                if(MyP:=Result(0)?): # Retrieves the prop spawned if its valid and adds it to the array + counter
                    set MProps+=array{MyP}
                    set PropsSpawnedTotally+=1
                else:
                    Err("We failed") # If it failed to spawn the prop, it kills the verse runtime

            Print("Props Spawned Tottaly = {PropsSpawnedTotally}",?Duration:=20.0) # Prints the amount of props spawned in total

            if(ClearProps?):
                Sleep(7.0)
                for(i:MProps):
                    i.Dispose()
            Sleep(7.0)

Step 3: Start Game and notice that the 1 verse device has spawned more than 100 props, and also notice that if disposing is enabled in the verse device it can spawn seemingly infinite props

Expected Result

A device stops spawning props after it spawned 100 props.

Observed Result

A device can have spawned around 20’000 props and if it Disposes them, it can have seemingly spawned infinite props (I left the script running for a good bit and the device had spawned at least 1 million props totally, Picture of it from the logs attached below)

Platform(s)

PC

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Video

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