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
- Create a widget blueprint that contains a text block, and bind a message-typed Verse field to its text field.
- 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)
- Change the
WIDGET_BLUEPRINT_entityandMESSAGE_VERSE_FIELDaccordingly. - Build Verse and place the device in the level.
- 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