Summary
The fort character loses the possessable component if they are eliminated/respawn meaning we can’t query the agent from hit events anymore.
The player also doesn’t seem to always get a possessable component on the first spawn, but I couldn’t get an easy repro on this - they do get one most of the time on first spawn during my testing.
Test players sometimes don’t get a possessable component at all (not sure if they’re different)
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Scene Graph
Steps to Reproduce
- Query possessable component
- Respawn
- Try and find it again
using { /Verse.org/Native }
using { /Verse.org/SceneGraph }
using { /Verse.org/Simulation }
using { /Verse.org/Input }
using { /Verse.org/Input/UI }
using { /Fortnite.com/Devices }
using { /Verse.org/Assets }
using { /UnrealEngine.com/Temporary/UI }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Animation/PlayAnimation }
test_poss_component<public> := class<final_super>(component):
@editable Trigger : trigger_device = trigger_device{}
TriggerAwait()<suspends>:void=
loop:
mAgent:=Trigger.TriggeredEvent.Await()
if:
Agent:=mAgent?
FC:=Agent.GetFortCharacter[].GetEntity[]
PossComp := first(Comp : FC.FindDescendantComponents(possessable_component)). Comp
then:
Print("Poss Comp found!")
OnBeginSimulation<override>():void =
(super:)OnBeginSimulation()
OnSimulate<override>()<suspends>:void =
spawn. TriggerAwait()
### Expected Result
Possessable component is readded on respawn/elimination
### Observed Result
The component is missing
### Platform(s)
All
### Video