Please select what you are reporting on:
Verse
What Type of Bug are you experiencing?
Verse
Summary
Trigger doesn’t seem to pass along a valid agent to any Functions subscribed to the TriggeredEvent.
Steps to Reproduce
- Create a new creative device with a Trigger device reference and subscribe to the TriggeredEvent with a function that runs some code (eg. prints something) when the Agent it receives from the TriggeredEvent is valid.
- Place a Trigger device in the world and set it to Trigger from damage or the player.
- Set the Trigger reference of the newly made creative device to the Trigger we just placed in the world.
- Start a session and start the game.
- Either deal damage to the Trigger or touch it with the player character.
Expected Result
When the Trigger gets triggered by a Player through touch or damage (either through weapons or as a result of blowing up an explosive barrel) the function subscribed to the TriggeredEvent receives a valid Agent and runs the code requiring the Agent to be valid.
Observed Result
The code requiring the Agent to be valid doesn’t run.
Platform(s)
PC
Additional Notes
Interestingly enough if we do not use Verse a Trigger does seem to pass the activating Agent to some extend when binding a Function to an Event purely through UEFN. For example a Player Reference or Switch device do seem to get references to the player who Triggered a Trigger when binding a function directly to the “On Triggered” event.
Activating the Trigger with an Agent through Verse also does not produce a valid Agent for Functions subscribed to the TriggeredEvent.
This issue wasn’t present in update v30.10, so something in v30.20 must have changed to cause this new faulty behavior.