Runtime world-space widgets with agent messages crash the Fortnite client.

Summary

When creating a world-space widget during a round with Verse, if you initialise or set any of its Verse fields to a message that contains a localized agent, the Fortnite client crashes.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Scene Graph

Steps to Reproduce

  1. Create a widget blueprint that contains a text block, and bind a message-typed Verse field to its text field.
  2. Create a new verse file and paste in the following code:
using { /Fortnite.com/Devices }
using { /Verse.org/SceneGraph }
using { /Verse.org/Simulation }

CrashVerseDevice<public> := module:

  AgentText<internal><localizes>(Agent: agent): message = "{Agent}"

  crash_verse_device<public> := class(creative_device):

    OnBegin<override>()<suspends>:void=
      if:
        SimEntity := GetSimulationEntity[]
        TargetPlayer := first:
          Player : GetPlayspace().GetPlayers()
      then:
        SimEntity.AddEntities of array:
          WIDGET_BLUEPRINT_entity:
            MESSAGE_VERSE_FIELD := AgentText(TargetPlayer)
  1. Change the WIDGET_BLUEPRINT_entity and MESSAGE_VERSE_FIELD accordingly.
  2. Build Verse and place the device in the level.
  3. Launch session.

Expected Result

The widget appears normally, showing the players name. This works correctly if you query for a a pre-placed widget and set its field that way.

Observed Result

The Fortnite client crashes.

Platform(s)

All

FORT-1126319 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.