i am trying to get the wildlife spawner to isntantly tame wildlife on activation, for example the wolves, is there a way in the events section to do this, i have taming enabled but that just allows me to tame the animal and doesnt spawn pre-tamed, im very new to UEFN and would love some help. Thanks!
Function Tame When Receiving From
I have not done this personally, but from the description - this might be what you need.
from Fortnite.digest.verse
# Used to spawn various wildlife that players can herd, hunt, or tame.
wildlife_spawner_device<public> := class<concrete><final>(creative_device_base):
# Signaled when this device spawns wildlife.
# Sends the `agent` wildlife that was spawned.
SpawnedEvent<public>:listenable(agent) = external {}
# Signaled when wildlife is eliminated.
# `Source` is the `agent` that eliminated the wildlife. If the wildlife was eliminated by a non-agent then `Source` is 'false'.
# `Target` is the wildlife that was eliminated.
EliminatedEvent<public>:listenable(device_ai_interaction_result) = external {}
# Signaled when a wildlife eliminates an agent.
# `Source` is the wildlife that eliminated the agent.
# `Target` is the agent that was eliminated.
EliminatingEvent<public>:listenable(device_ai_interaction_result) = external {}
# Signaled when wildlife is tamed.
# `Source` is the `agent` that tamed the wildlife.
# `Target` is the wildlife that was tamed.
TamedEvent<public>:listenable(device_ai_interaction_result) = external {}
# Signaled when wildlife is untamed.
# `Source` is the `agent` that tamed the wildlife.
# `Target` is the wildlife that was untamed.
UntamedEvent<public>:listenable(device_ai_interaction_result) = external {}
# Signaled when wildlife is force-spawned and causes the oldest wildlife to be eliminated.
# Sends the `agent` wildlife that was spawned.
ForceSpawnedEvent<public>:listenable(agent) = external {}
# Signaled when wildlife is damaged.
# `Source` is the `agent` that damaged the wildlife. If the wildlife was damaged by a non-agent then `false` is returned.
# `Target` is the wildlife that was damaged.
DamagedEvent<public>:listenable(device_ai_interaction_result) = external {}
# Signaled when wildlife eats a pickup such as a Shroom or Meat.
# Sends the wildlife that ate something.
SomethingIsEatenEvent<public>:listenable(agent) = external {}
# Signaled when an `agent` rides wildlife.
# `Source` is the `agent` that started riding the wildlife.
# `Target` is the wildlife that was ridden.
RiddenEvent<public>:listenable(device_ai_interaction_result) = external {}
# Signaled when an `agent` dismounts wildlife.
# `Source` is the `agent` that dismounted the wildlife.
# `Target` is the wildlife that was dismounted.
DismountedEvent<public>:listenable(device_ai_interaction_result) = external {}
# Enables this device.
Enable<public>():void = external {}
# Disables this device.
Disable<public>():void = external {}
# Resets the count on the *Total Spawn Count* option.
Reset<public>():void = external {}
# Spawns wildlife from this device.
Spawn<public>():void = external {}
# Despawns wildlife. `Agent` is marked as the one who eliminated the wildlife.
Despawn<public>(Agent:agent):void = external {}
# Destroys this device, marking `Agent` as the destroyer of the device.
DestroySpawner<public>(Agent:agent):void = external {}
# Tames wildlife, making them AI partners of `Agent`.
Tame<public>(Agent:agent):void = external {}
# Untames any tamed wildlife that belong to `Agent`.
Untame<public>(Agent:agent):void = external {}
# Untames all wildlife.
UntameAll<public>():void = external {}
# Teleports `Agent` to the nearest wildlife, then `Agent` mounts that wildlife.
Ride<public>(Agent:agent):void = external {}
# Dismounts `Agent` from wildlife.
Dismount<public>(Agent:agent):void = external {}
# Dismounts all `agent`s from wildlife.
DismountAll<public>():void = external {}
# Restores energy to wildlife belonging to `Agent` by *Energy Restore Amount*.
RestoreEnergy<public>(Agent:agent):void = external {}
# Restores energy to wildlife by *Energy Restore Amount*.
RestoreEnergyForAll<public>():void = external {}
# Consumes energy from wildlife belonging to `Agent` by *Energy Consume Amount*.
ConsumeEnergy<public>(Agent:agent):void = external {}
# Consumes energy from wildlife by *Energy Consume Amount*.
ConsumeEnergyForAll<public>():void = external {}
# Returns the spawn limit of the device.
GetSpawnLimit<public>()<transacts>:int = external {}
Easiest way is in the wildlife spawner details panel find “User Options - Functions” Add an array attribute to “Tame” put in a player spawner - on player spawned.
By default, you are limited to 3 Tamed wildlife AI, this can be lowered in islandsettings