Summary
REGRESSION: As of 41.00, a Fortnite item entity that is added to a custom subclass of inventory_component (parented under the player’s root inventory) and then equipped via item_component.Equip() no longer responds to primary fire input. The weapon equips visually in the player’s hands and aim-down-sights (ADS) works, but primary fire (left-click) produces no shot. The same code and flow worked in 40.x and earlier. item_component.Equip() returns success on every call and no errors or warnings are logged by the itemization/weapon subsystem.
Please select what you are reporting on:
Verse
What Type of Bug are you experiencing?
Verse
Steps to Reproduce
- Create a custom sub-inventory under the player’s root inventory (an entity with a creator subclass of inventory_component).
- Grant a concrete_subtype(entity) Fortnite item entity (a ranged weapon) into that custom sub-inventory via AddItem.
- Call item_component.Equip() on the granted item.
- In-session, the item is equipped in the player’s hands; aim-down-sights (right-click) works, but primary fire (left-click) does nothing.
Expected Result
With the weapon equipped and shown in the player’s hands, pressing primary fire (left-click) fires the weapon, as it did in 40.x and earlier.
Observed Result
The weapon equips and is shown in the player’s hands, and aim-down-sights (right-click) works, but pressing primary fire (left-click) produces no shot.
Platform(s)
PC (Windows)
Additional Notes
Regression: the same code and flow worked in 40.x and earlier; the behavior changed after updating to 41.00.
Observed logs: item_component.Equip() returns success on every call, and no errors or warnings are emitted by the itemization/weapon subsystem at the time of equip or fire.
Frequency: consistent (100%).