Summary
Instantiating a Fortnite item and replacing its Icon & Details components doesn’t replace the Icon in inventory/hotbar, Name on pickup interaction prompts
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Other
Steps to Reproduce
- Instantiate a Fortnite item (ie. fort_item_zapotron_legendary{})
- Find and Remove
item_details_component
,item_icon_component
from the entity - Spawn new components and add them to the item entity
Expected Result
Icon and Details change everywhere applicable
Observed Result
Icon doesn’t change, Name only changes in the Inventory menu
Platform(s)
PC
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Additional Notes
Script I used to test this
using. /Verse.org/SceneGraph
using. /Verse.org/SpatialMath
using. /Verse.org/Simulation
using. /UnrealEngine.com/Itemization
using. /Fortnite.com/Itemization/FortniteOGItems
using. /Fortnite.com/Game
TestName<localizes>:message="My Name"
TestDesc<localizes>:message="My very long description."
TestSDesc<localizes>:message="Short description."
item_test := class<final_super>(component):
#immediatealy spawning an item triggers a runtime error for some reason
OnSimulate<override>()<suspends>:void=
RoundManager := Entity.GetFortRoundManager[] or Err()
RoundManager.SubscribeRoundStarted(OnBegin)
OnBegin():void=
SimEntity := Entity.GetSimulationEntity[] or Err()
NewItem:=fort_item_zapotron_legendary{}
SimEntity.AddEntities of array. NewItem
NewItem.SetGlobalTransform of transform:
Translation:=vector3{Up:=100.0}
if(Comp := NewItem.GetComponent[item_details_component]). Comp.RemoveFromEntity()
if(Comp := NewItem.GetComponent[item_icon_component]). Comp.RemoveFromEntity()
NewDetails := item_details_component:
Entity := NewItem
Name := TestName
Description := TestDesc
ShortDescription := TestSDesc
NewIcon := item_icon_component:
Entity := NewItem
Icon := SK_SCAR_Ramirez #any `texture` asset works
NewItem.AddComponents of array{NewDetails, NewIcon}
if(Comp := NewItem.GetComponent[item_component], Comp.Drop[]){}