Summary
When you call .Reset() on an Overlord Spire while it is in its Eliminated Animation Sequence, it gets stuck in it and has buggy behavior when it is Spawned and Enabled again.
I have since ensured I wait 15.0 seconds from the EliminatedEvent before I call .Reset() and it has prevented this bug. I would recommend adding this to the comments in the Fortnite.digest.verse file and the documentation; and/or providing us an event for when the Eliminated Animation Sequence has finished so we can call .Reset() ASAP after.
Please see the X Post with a video to show the buggy behavior from this happening.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Devices
Steps to Reproduce
Eliminate an Overlord Spire
Call the .Reset() bind in 1.0 creative binds or Verse upon the EliminatedEvent from an Overlord Spire
Expected Result
.Reset() would reset the Eliminated Animation to its original state so it would not be bugged on the next Spawn or Enable of the device AND/OR a separate event be provided to listen for when the animation has completed so we can call .Reset() when it is safe to do so.
Observed Result
EliminatedEvent is fired before the Elimination Animation is complete and if you call .Reset() during that period of time, it puts the device in a bugged state from then-on.
Platform(s)
Any.
Island Code
4570-5009-7097
Video
Additional Notes
The island code provided works as intended because we are waiting at least 15.0 seconds after the EliminatedEvent before calling .Reset() in order to avoid this bug. I would recommend adding verbiage in the documentation and Fortnite.digest.verse comments to inform us how to properly sequence these events to avoid this. I would also recommend offering an event for when the sequence is complete OR ensure the animation sequence can be reset properly with the .Reset() call.