Preplaced entities with interactable components work fine but if you spawn an entity with an interactable component then it doesn’t fire any of the events (Succeeded event but I also tested Started)
Please select what you are reporting on:
Verse
What Type of Bug are you experiencing?
Verse
Steps to Reproduce
Make a prefab with an interact component
Place one in the level
Spawn one when the game is started
Verified broken in my projects as well and also in a quick test project. Prefabs added in outliner seem to work, any Entity created at run time does not.
Also is happening in my project, weirdly enough SOMETIMES if I spam the interact button a ton of times it eventually will fire once. Also it appears to only work with some meshes so I assume the mesh’s collision matters
Mine seem to still be working perfectly fine after 39.0.0. Was investigating with Trick, and we seem to be led to believing that attaching it to the SimEntity directly is now whats causing issues. I personally attach my components to a different entity that is already existing and attached in the Simulation, and have 0 issues post 39.0.0. Still trying to narrow down specifics for replication, but this is what we’ve managed to find so far.
I’ve been trying to find a workaround all afternoon because this bug completely breaks a game I’m working on. I’ve found that some meshes sort of work, they never register the first time, but if you hit the right spot or angle after around a hundred attempts, they eventually respond. Once a mesh does accept an interaction, that specific instance can then be interacted with normally from that point on. I’ve also found that other instances of the same mesh asset start working as well once a single instance has successfully registered an interaction.
very jank work around is I used Scene Graph ray cast object collision with players lookat if it’s a entities with interactable_component I register a Input Trigger for Interact and then call the interactable_component Succeed … this was the simplest solution I’ve found until Epic fixes the issue. Tried using Prefabs in the outliner and ran into a bunch of issues registering buttons, meshes, and general inconsistencies. Hopefully Epic fixes quickly.
I found the root cause of the problem: instead of inheriting interactable_component, I had to retrieve it from another component. But doing it this way means we lose control over filtering which agents can interact with the entity, and we also lose the ability to customize the interaction text.