Scenegraph SetPresentableToPlayers() Broken

Summary

We are implementing a very simple new game mode for Squid Game. The mode uses AddEntities to attach a basic Niagara entity to each player at the start of the round, and removes it at the end. There is no additional logic involved beyond spawning and cleanup.

Our intent is to use SetPresentableToPlayers() so that each player can only see their own attached entity, while the Niagara entities attached to other players remain invisible.

During editor session testing, SetPresentableToPlayers() behaves as expected. However, once the project is published and tested in a live build, the function no longer appears to work. In live sessions, players can see the Niagara entities attached to other players, as if SetPresentableToPlayers() were never applied.

We have tested multiple workarounds, including replacing the Niagara entity with a mesh_component to rule out Niagara-specific issues, but the behavior is identical in live builds.

Expected result:
The Niagara or mesh entity is visible only to the player specified via SetPresentableToPlayers().

Actual result:
All players can see each other’s attached entities, regardless of SetPresentableToPlayers() usage.

We have also tried calling SetPresentableToPlayers() both once and repeatedly in a loop in case the function requires continuous updates, but neither approach resolves the issue in live builds.

    DelayedPresentable(Agent : agent)<suspends>:void=
      Sleep(1.0)
      race:
        block:
          Sleep(600.0)
        block:
          loop:
            if:
             Player := player[Agent]
             FortCharacter := Agent.GetFortCharacter[]
             AgentEntity := FortCharacter.GetEntity[]
             NeedleEntity := EntityMap[Player]?
            then:
              NeedleEntity.SetPresentableToPlayers(option{array{Player}})
            else:
              break
            Sleep(1.0)
      return

This has been broken since SetPresentableToPlayers() came out

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

Create a scenegraph prefab, add an empty entity to the root prefab entity. Add a mesh_component to that empty entity.

In the Verse add a simple button_device and connect it to a function that adds the Entity to the player.

AddEntityToAgent(Agent : agent):void=
 if:
  Player := player[Agent]
  FortCharacter := Agent.GetFortCharacter[]
  AgentEntity := FortCharacter.GetEntity[]
 then:
  NewEntity := created_example_entity{} # The entity from above.
  AgentEntity.AddEntities(array{NewEntity})
  NewEntity.SetPresentableToPlayers(option{array{Player}})

Memory Calculate this build and publish to a live playable version.

Expected Result

cnce in a published version, Code above should add the entity that contains the mesh_component to the player and makes the entity only visible to the player while any other player(s) that look at the player can only see the player and not the entity that was added.

Observed Result

Works as intended/expected in editor testing but not in live.

All players can see each other’s attached entities, regardless of SetPresentableToPlayers() usage.

Platform(s)

windows

FORT-1041968 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.