Scout Spire: DestroyEvent is not working correctly

Summary

I tried to use new Scout Spire device, so I created a subscription for DestroyEvent in Verse and then I called it to do some functions that I have already working with newly added Spire Spike device. But for Scout Spire they are not working, even a simple “Print” is ignored.

I tried to do it as a solo editable or as an array, it was the same.

So I wanted to use a Channel device as an intermediate, but it was not working. Then I tried to use a Direct Event Binding for it, but it was not working. I tried also a Direct Event Binding to a Timer device (to simply start it when the Scout Spire is destroyed), but again without luck.

Then I added an Item Spawner device and set it to spawn an item via Direct Event Binding when Scout Spire device is destroyed and this scenario is working every time.

I also tried to Start the Timer device via Direct Event Binding based on “Scout Spire/On Activate” and it is also working normally. So there is some issue with the DestroyEvent / On Destroyed for a Scout Spire device.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

Add a Scout Spire device
Create a subscription for it: ScoutSpire.DestroyEvent.Subscribe(X1)
Try to do a simple “Print” when X1 is called
OR
Use Direct Event Binding to “On Destroyed” Event to Start a Timer device
Use Direct Event Binding to “On Destroyed” Event to Transmit a Channel device to execute some other functions

Expected Result

Verse code based on a subscription for a DestroyEvent is working
Connected devices like Timer and Channel via Direct Event Binding for “On Destroyed” are working

Observed Result

Verse code based on a subscription for a DestroyEvent is ignored
Connected devices like Timer and Channel via Direct Event Binding for “On Destroyed” are ignored

Platform(s)

UEFN v37.00, Windows 11