Prop Manipulator Device "Unbinds" From It's Prop

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Summary

After reopening a project, all 200 or so Prop Manipulator devices in the project display boxes, similar to if I have “Affect All Objects in A Zone” ticked. Ticking that box on and then off also surprisingly fixes this visual bug, however the device becomes completely unlinked to the prop that it is attached to, having no effect on it.

Steps to Reproduce

I’m not entirely sure how to reproduce this, my first guess is that its due to having so many Prop Manipulators or that I have 94,000 memory used of 100,000.

Expected Result

I expected the Prop Manipulators to stay linked to their prop so that they could properly hide or show them based on RNG devices.

Observed Result

I open my project to 200 unlinked and broken Prop Manipulators. The best way I know to fix them is to manually cut and paste them back onto their prop in Creative, since UEFN doesn’t seem to remember what it is linked to.

Platform(s)

PC

Additional Notes

Admittedly, I haven’t published this project yet. It could just be a bug in UEFN and not inside a real published work. However, it doesn’t work in-game when testing, so I’m not entirely confident this is the case.

If this is able to be replicated or observed elsewhere, I suggest adding an editable array section to the Prop Manipulator, so we can specify exactly which prop we want to edit, and not have to physically place hundreds of Prop Manipulators all over the map to get the intended effect.


Overnight, opening the game even with the bugged Prop Manipulators in UEFN, it seems to have fixed itself. Guess it’s just a visual bug?

Also having this issue but for me it still exists and not just a visual bug.

On reloading UEFN my prop manipulators have turned from points into boxes even without the box ticked. Ticking and unticking seems to help until next reload. Problem became noticable as some of my props are close enough to be covered by the bugged block volume of nearby manipulators.

Luckily most of the manipulators in my scene dont require a volume.

For my project, it seems to be fixed on first launch of a brand new UEFN session. Things continually get more unstable as I stop and start the game without pushing changes. UEFN at some point will forget about my prop manipulators, and then sometimes my custom Self-Damage Verse script will just not work. Hoping these issues go away when I publish the map.

Same problem, my imported 3d assets randomly choose to disobey the device and not dissapear or appear

Same issue, but if we have affect all things in the area turned on, after it bugs out it will also affect everything in a box, and not the area we selected.

Could you please start a new thread with all of your information so we can investigate? Thank you!