Lol they fixed a bug that had to do with seagulls not rendering properly before a device that is used for progression and everything else. I can only dream where this engine would be if it was under different leadership.
It’s certainly not easy for the team to master all the challenges that such a game engine brings…
But I also don’t understand why they keep starting new things instead of fixing the existing devices - I think that should have a higher priority.
In addition, I also think it’s a shame that we often get very little feedback on our problems here in Epic’s forum - especially when it’s not about “current things”. ![]()
it says in progress, if there are deeper rooted issues that could affect more or a rebuild, got to hope it gets fixed. when its not a “full game engine” and more of an advanced editor locked to their platform, its not much you can do. also a pick at epic, when they try to mean the opposite in their marketing. it could be nice if the “bot” would have an monthly or so “it’s getting worked on” notice or status.
Yes, exactly - it would be great if we could get more transparency/feedback ![]()
After ongoing issues with this device I just learned Verse to do whatever logic I want on my own, because I think that its issues are tied to issues with JIP (Join In Progress) in general, which means that is it much bigger problem to fix. I don’t expect this device to be really fixed until they rework how the whole JIP works.
But in the roadmap is “Late Join Robustness” for Q3 (at least for now, because it can be delayed again), so there is some hope that it will improve when this will be done sometime this year.
I dont like verse - and in verse you are also limited in which APIs you get from Epic. And what if the API you use now in verse is broken in a future update? …
In my opinion the devices are the heart piece of UEFN - easy to use and combine for thousands of game mechanics… And because of that I mean ist`s essential, that the standard devices work always correct.
Anything can break because of an update. But there is a higher chance of new issues with devices than with the API + there is a higher chance of issues with API being fixed faster, while issues with devices can take months or years to be fixed (if ever), because Epic’s efforts are moving away from devices.
I had similar ideas about devices as you, that they are something like a standard, meaning I could rely on them to work. It took me a few months and a lot of practice in UEFN to realize that the opposite is actually true. Devices are very useful in the beginning, but as you progress you will soon recognize their limitations and that you can’t rely on them at all - if you continue to depend on devices, you will be left behind. It’s that simple.
And as for the “easy of use” - if you’re doing something simple enough, it’s easy and quick to connect few devices, but when you’re doing something much more complex where a timing of specific actions is crucial, it’s absolute hell and waste of time to do it only with devices – just to see it to break with the next update because of some new issue with one of the devices, so you will have to change it somehow to work again, because you can’t just wait.
Maybe youareright - but it`s my first project and I like the way the devices are work (IF they work
) - I like the concept of game design with a modular system (i liked also the blueprint-concept of the unreal-engine, but with the devices it is even much more comfortable) - iIt is clearer and more intuitive for me as coding.
So… I hope Epic will stay with the devices and let verse only optional ![]()
Little reminder: v. 41.0 - it is still a bug! And no feedback from Epic to this issue since 1 YEAR now… ![]()
Could you please start a new thread with your latest info? Please also link to this thread. Thank you!
There are no “new” informations - It`s the same huge bug as it was as this post was created 1,5 years ago…
When I test with private test code and join during game in process the persistant data of the Stat Creator Device do NOT load! It`s like there are no data (like the player would be the first time on this map) and the hud shows value=0 and level=0 even though the player already has a saved progress… If I join in pregame and start game at beginning the persistant data are loading correctly.
(island-settings: player who join during game spawn immediately)
Pleeeeease give this ticket to your developers - it`s very important to fix it as soon as possible
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Hi @ElenaNizhnik ,
can you pleeease have a look to this thread
? I don`t understand, why Epic do not solve this huge problem… Can You please give us feedback why? (I need that urgently
)
Best regards from Germany