upgraded to version 1 of Verse

Hello everyone, I have a problem with my Verse code. I just upgraded to version 1 of Verse, and I’m getting the following error : Script error 3512: This specifier has the ‘allocates’ effect, which is not allowed by the class’s declared constructor effects.

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }

#THIS CODE IS A MANAGER FOR ALL PLAYER STAT PERSISTENCE

stat_type := class:
DebugString():string

StatType := module:
money_stat := class(stat_type):
DebugString():string = “Money”

idlemoney_stat<public> := class<computes><unique>(stat_type):
    DebugString<override>():string = "IdleMoney"

resource2_stat<public> := class<computes><unique>(stat_type):
    DebugString<override>():string = "Resource2"

idleresource2_stat<public> := class<computes><unique>(stat_type):
    DebugString<override>():string = "IdleResource2"

rebirth_stat<public> := class<computes><unique>(stat_type):
    DebugString<override>():string = "Rebirth"

pets_stat<public> := class<computes><unique>(stat_type):
    DebugString<override>():string = "Pets"

door_stat<public> := class<computes><unique>(stat_type):
    DebugString<override>():string = "Doors"

apparel_stat<public> := class<computes><unique>(stat_type):
    DebugString<override>():string = "Apparels"

# Instances of each stat_type you can use in your experience

Money<public>:money_stat = money_stat{}
IdleMoney<public>:idlemoney_stat = idlemoney_stat{}
Resource2<public>:resource2_stat = resource2_stat{}
IdleResource2<public>:idleresource2_stat = idleresource2_stat{}
Rebirth<public>:rebirth_stat = rebirth_stat{}
Pets<public>:pets_stat = pets_stat{}
Doors<public>:door_stat = door_stat{}
Apparels<public>:apparel_stat = apparel_stat{}

player_stats_manager := class():
InitializePlayer(Player:player):void=
if:
not PlayerStatsMap[Player]
set PlayerStatsMap[Player] = player_stats_table{}

GetPlayerStats(Agent:agent)<decides><transacts>:player_stats_table=
    var PlayerStats:player_stats_table = player_stats_table{}
    if:
        Player := player[Agent]
        PlayerStatsTable := PlayerStatsMap[Player]
        set PlayerStats = MakePlayerStatsTable(PlayerStatsTable)
    PlayerStats

    
RecordPlayerStat(Agent:agent, Stat:stat_type, ?Score:float = 0.0):void=
    if:
        Player := player[Agent]
        PlayerStatsTable := PlayerStatsMap[Player]

        if(Stat = StatType.Money):
            MoneyStat := PlayerStatsTable.MoneyAmount
            set PlayerStatsMap[Player] = player_stats_table:
                MakePlayerStatsTable<constructor>(PlayerStatsTable)
                MoneyAmount := MoneyStat + Score

        else if(Stat = StatType.IdleMoney):
            IdleMoneyStat := PlayerStatsTable.IdleMoneyAmount
            set PlayerStatsMap[Player] = player_stats_table:
                MakePlayerStatsTable<constructor>(PlayerStatsTable)
                IdleMoneyAmount := IdleMoneyStat + Score

        else if(Stat = StatType.Resource2):
            Resource2Stat := PlayerStatsTable.Resource2Amount
            set PlayerStatsMap[Player] = player_stats_table:
                MakePlayerStatsTable<constructor>(PlayerStatsTable)
                Resource2Amount := Resource2Stat + Score

        else if(Stat = StatType.IdleResource2):
            IdleResource2Stat := PlayerStatsTable.IdleResource2Amount
            set PlayerStatsMap[Player] = player_stats_table:
                MakePlayerStatsTable<constructor>(PlayerStatsTable)
                IdleResource2Amount := IdleResource2Stat + Score

        else if(Stat = StatType.Rebirth):
            RebirthtStat := PlayerStatsTable.RebirthAmount
            set PlayerStatsMap[Player] = player_stats_table:
                MakePlayerStatsTable<constructor>(PlayerStatsTable)
                RebirthAmount := RebirthtStat + Score


RecordPlayerArrStat(Agent:agent, Stat:stat_type, ?Score:int = 0):void=
    if:
        Player := player[Agent]
        PlayerStatsTable := PlayerStatsMap[Player]

        if(Stat = StatType.Doors):
            DoorsStat := PlayerStatsTable.BoughtDoors
            set PlayerStatsMap[Player] = player_stats_table:
                MakePlayerStatsTable<constructor>(PlayerStatsTable)
                BoughtDoors := DoorsStat + array{Score}

        else if(Stat = StatType.Pets):
            PetsStat := PlayerStatsTable.BoughtPets
            set PlayerStatsMap[Player] = player_stats_table:
                MakePlayerStatsTable<constructor>(PlayerStatsTable)
                BoughtPets := PetsStat + array{Score}

        else if(Stat = StatType.Apparels):
            ApparelStat := PlayerStatsTable.BoughtApparels
            set PlayerStatsMap[Player] = player_stats_table:
                MakePlayerStatsTable<constructor>(PlayerStatsTable)
                BoughtApparels := ApparelStat + array{Score}

                
ResetPlayerArrStat(Agent:agent, Stat:stat_type):void=
    if:
        Player := player[Agent]
        PlayerStatsTable := PlayerStatsMap[Player]

        if(Stat = StatType.Doors):
            DoorsStat := PlayerStatsTable.BoughtDoors
            set PlayerStatsMap[Player] = player_stats_table:
                MakePlayerStatsTable<constructor>(PlayerStatsTable)
                BoughtDoors := array{}