UEFN PVE gameplay

I am looking to build a PVE experience in UEFN. Guards from guard spawner attack an objective and I must defend it. From what I can tell all the game logic only awards a team that has an active player on that team. How can a “team” win a match if there is no players on it? How to award “ai guards” with “score” if they are not real players. I can use cooperative game type to have everyone working together towards a goal but I must create a “losing condition” that if x gets destroyed by bots then game ends. AI path device not even working at the moment. This appears to be known by FN already. Much Love everyone! Happy deving

Hi @ChristianCreativ I moved this to a category that should get more eyes on it.

I would like to create an island where i can fight bots PVE. so i can practice. what settings should i set? I added some targets and wolves, every time i shoot them my health decreases.

Hi @ChristianCreativ , you can use the End Game Device to end the game after receiving an event from your objective. In the end game device you can clarify whether it ends in a victory or defeat, and you can even set custom text to display!

Hope this helps

Also, you can check out the Creature Rush tutorial and island template–this is all about a PVE which can be used for target practice or a hoard game mode.

Sorry to bump this thread, but I feel like it didn’t get wrapped up properly. The End Game Device works, as long as it’s activated by a player. That’s not what the OP (nor I) are looking for.

For clarification; in my game I have two teams - one with the players and another with the enemies (whom are all AI). I tried to call the activate function of the End Game Device, but according to this thread End Game Device not working?, it only works when being activated by players, not agents (AI included). Therefore, this doesn’t really seem to work.

There must be some sort of way to make every player lose, no?

This is one of many super-frustrating things about UEFN.

The only way around this that I could find was to have an end game device that displays a “you lost” message when activated, and do some Verse logic to trigger that device when my lose conditions are met. The issue with this is that it still technically counts as a ‘Win,’ since there’s no ‘activate end game device as loser’ option.

Similarly to you, I created my own system and adjusted the island settings to not show the default UI. Really annoying.