Scene Graph Feedback Thread

It would be great to have a Scene Graph Component similar to the Damageable Interface for Fortnite objects.

This component should automatically detect weapon damage (hitbox of mesh_component) and destroy the parent component once its health reaches 0.

Additionally, an optional health bar could be included to visually represent the remaining health.

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Right now, the collision functions don’t work very well. Currently, the direct queries such as FindOverlapHits or FindSweepHits don’t correctly remove past overlap hits so the query will report past hits instead of only current hits.

Also, none of the overlap events or queries adjust for runtime changes in an Entities scale.

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Hey, a couple of issues I am facing:

  • interactable_component is missing a way to influence InteractDuration (which is mentioned in the documentation). So no way to emulate long search etc.
  • How can I define the properties for a mesh to allow me to hit it with a pickaxe? At the moment when I hit it, it doesn’t even bounce - just nothing. So would be good to define material type, health etc as well as blocked from hitting etc.
  • The sound_component cannot have it’s volume increased. I have tried setting VolumeBase as high as 200 and it does nothing. This could be because I am using an Attenuation module in the flow though? I couldn’t see how to fix this though.
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Another thing is not being able to nest legacy stuff in the Outliner. I am guessing the bridge stuff will fix this? But it would be nice if every legacy object (including folders) was also defined as an entity.

Whenever I spawn a Scene Graph entity during the game, then end the game and start again, it crashes the Fortnite server (the client gets stuck and then returns to the lobby with a “Connection lost” error).

Is there any way to prevent this? Thanks in advance!

Code example below

NE := entity{}
var Comps: []component = array{}
NE.AddComponents(Comps)
SimulationEntity.AddEntities(array{NE})

Edit: The solution to prevent the crash was to ensure that all spawned Scene Graph entities are deleted before ending the editor session.

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Another issue: The mesh_component.EntityEnteredEvent does not trigger with custom meshes; it only works with built-in basic shapes.

You can use the code from here to test it: Scene Graph Collision Scaling

So I wasted over a month trying to solve this one. There appears to be a bug with entity nesting and if the nesting depth is too much then when the game starts over (i.e. you end game and it restarts) then certain entities/prefabs just break. In my case I was trying to hide custom chests and disable VFX etc, but they all showed up with VFX enabled but not interactable etc. Changing the nesting depth fixed this.

Have you tried to add the entity to the component? I read somewhere the bidirectional link doesn’t yet work automatically and you need to do this yourself.