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.
I just tested it and my intractable_components now work when set to 0,0,0. It still completely breaks my game, but does give some more info on the nature of the bug lol
Ok I did some more testing, it appears that interactable_components work within ~10 meters of where the entity they are attached to was initialized. (when constructing the transform_comp of the entity include a local transform and add that component before attaching to the Simulation Entity)
My game is still completely broken because the entities they are attached to need to be able to move, but adding this info to help the devs find the source of the bug and to help any FNC devs who maybe don’t need to move the entities the interactable comp is on
It seems to be the same issue: once an Entity is spawned, it can be interacted with normally as long as it doesn’t move. However, if the Entity moves, the interaction functionality stops working
I’ll be dropping this in the known issues thread. Thanks all!
We’re investigating an issue where entities spawned at runtime with an interactable component are not behaving as intended. We’ll let you know when we have more information or a fix.