Since the release of 29.0 I have been getting an issue with one of my main projects. Recruiting guards completely breaks the “Guard is now following you” UI prompt.
This causes the UI to be empty and get completely stuck on your screen until you can reload the project.
Steps to Reproduce
Note: Not fully sure if this will produce the same result every time.
Write a verse program that spawns a guard using a guard spawner.
Make sure that guard spawner is set to auto hire when spawning.
Create an interaction to spawn the guard.
Expected Result
Fortnite gives you a little animated UI prompt to tell you that you are now being followed by a guard.
However, doesn’t always work and in my case it has a 100% fail rate.
The UI prompt will be empty and then gets stuck on the screen. Ending the game doesn’t even remove the UI.
Observed Result
100% fail rate on my map. UI is empty and gets stuck on screen.
Platform(s)
UEFN
Island Code
1322-2507-2160
Additional Notes
This is my other post I used just to confirm with anyone else who may be experiencing this issue. Includes a picture for reference:
I know this is old, but I’ve been coming across this issue and I thought my workaround might be useful for anyone else seeing this.
I was able to reproduce this maybe 50% of the time when my guard spawner had “Auto Hire when Spawned” checked and I called the “Spawner.Spawn(agent)” method in verse.
What seems to have worked is when I unchecked that setting on the spawner. Instead, I tried:
Spawner.Spawn(agent)
Spawner.Hire(agent)
in Verse. This led to weird behavior though because I think there’s a race condition with something in Spawn not actually spawning fast enough to hire them. I ended up subscribing to the spawn event to guarantee they exist, then called the hire method. So far this appears to have fixed the weird empty prompt from showing. It now says something like “guard is following you” then disappears.
Edit: The issue came back but I seem to have fixed it in a bad way. I’m still waiting to Hire until the agent spawned event occurs, but then I Sleep(0.5) before calling hire. Even after the guard is spawned, there appears to be some logic being delayed that causes the weird prompt to stick if hired too quickly.
Hey there. I am hitting this issue as well over in Creative. It became more and more prevalent and reproducible with more guard spawners in my map. I have 401 of them now as part of a customizable guard hiring system. Only 1 spawns at a time and is set to be auto-hired to the triggering player. For what it’s worth, I was even just trying a guard spawners and auto-hire on a completely separate circuit and in a different area of the map today with 100% bugged UI occurrence.
Sucks real bad.
I haven’t been able to nail down any setting that would allow auto-hire to behave itself when there are many guard spawners present. I am next going to try just wiping other resource-hog things (vehicles) to observe the behavior then.
I am very curious if you folks who hit the same bug have multiple guard spawners.