Scenegraph - Player loses possessable component if they are eliminated/respawn

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

  1. Query possessable component
  2. Respawn
  3. 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

FORT-1124797 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.