SetCarryableMesh does not work

Summary

Any experience with SetCarryableMesh on carryable_spawner_device? It does not work with my meshes. Probably the mesh should need a specific option that I dont know

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

Just try to push a SetCarryableMesh in a carryable_spawner_device. The mesh is not replaced

Expected Result

Mesh replaced

Observed Result

Mesh not replaced

Platform(s)

All

Island Code

Not yet

Here you can see that I can not replace the Mesh

But here I can replace iit with a default Fortnite Mesh (Cube)

Why?

Anybody has tried this type of function?

Does it work when you set the same mesh in the device? If no, then there is probably an issue with the documentation and device design. This has been already logged here: Carryable Device not spawning when using "Custom Mesh"

Try directly referencing the mesh, eg Instead of @editable Mesh : mesh = mymesh_asset

just directly put the mesh path in the .SetCarryableMesh(MyMeshes.Mesh1.Output_Asset)

2 Likes

The status of FORT-995847 changed to ‘Needs Triage’. We’ve confirmed the issue and it’s waiting to be assigned to someone to fix it.

confirmed that this does not work if trying to use an editable, there’s no way to set the mesh with this method but if set directly then it works

This works

1 Like

Will this ever work with @editable?

You can do some workarounds with Enums if the meshes are not that many, I spoke about it in this thread

Getting reflected assets via editables seems to be broken. Assign all your reflected assets to a map or array, and access them from there in an organized way.

Pretty sure this is the case for all reflected assets, I’ve personally ran into this in many situations dealing with asset reflection, trying to get animations, trying to get materials, etc, never works from editable