Prefab Interactable Components Failing When Spawned at Runtime

Summary

I’m seeing unreliable behavior when using Scene Graph prefabs that contain meshes + interact logic. Prefabs that work fine WHEN PLACED in the editor often break or behave inconsistently when spawned at runtime via Verse.

Rebuilding the same object dynamically in Verse (instead of using a prefab) appears to be significantly more reliable.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Stability

Steps to Reproduce

Create a prefab that includes a mesh and an interactable component.

Spawn it at runtime with Verse.

Attempt to interact with it.

Expected Result

Runtime-spawned prefab should behave the same as an editor-placed version and interactions should fire normally.

Observed Result

Intermittent issues such as:

interaction prompt does not appear at all

success events don’t fire

Multiple creators appear to be running into similar problems.

Platform(s)

UEFN / PC

Additional Notes

Workaround: Building the entity from scratch in Verse has been much more stable than spawning prefabs.

Example pattern:

MakeObject() : entity =
    Obj := entity{}
    Mesh := MyMeshComponent{Entity:=entity{}}
    Obj.AddComponents(array{Mesh})

    Interact := YourSubTypeBasicInteractableComponent{Entity:=Obj}
    Obj.AddComponents(array{Interact})

    return Obj

Then spawn normally:

if(Sim := Entity.GetSimulationEntity[]):
    NewObj := MakeObject()
    Sim.AddEntities(array{NewObj})

Would be great to know if prefab runtime parity is expected or if there is a recommended best practice here.

Related Threads

I have never had a issue with interaction comps tbh ? the one thing i do tho is have a comp setup with a sphere mesh for the interaction i never use the mesh itelf. The mesh should have collision on with the type being the overlap only pawn collision setting.

If you need some snips let me know as ive never had an issue doing it this way.