RESOLVED: V26.00 Invalid Props Issue - Can someone try this and let me know if it works for you?

My island hasn’t worked since 26.00, and I created a tiny test project to isolate the issue - and it also doesn’t work.

All custom props start as Invalid - calling IsValid() returns false and calls like GetTransform() fail.

I’ve tried it on the original dev laptop, then on another dev laptop just in case - it fails in both.

Could someone try this and let me if you get the same issue or not?

Or if you see anything I’m doing wrong, or step(s) I’m missing.

It looks like a lot, but it’s pretty quick if you’re familiar with EUFN and adding props (I covered all steps in detail below just in case).

FYI, I raised this as an issue about a week ago - RESOLVED: In V26 all my custom props are invalid (in Verse, IsValid() returns false) - #11 by robc.

STEPS TO FOLLOW

Step 1- In a browser, get the a static mesh for the prop

Go to this link.

Sci-fi Box - Download Free 3D model by Igor_K. (@Igor_K.) [ca41572] (sketchfab.com)

Download the fbx format.

Extract the zip file - this will create ‘source’ and ‘textures’ directories.

Go into the ‘source’ directory and extract the rar file there - this will create a ‘Sci-fi Box’ directory with a ‘box-t.fbx’ file in it.

Step 2- In UEFN create a new island and import a static mesh

Start UEFN and create a new project from the Blank island template - name the project ‘Issue_2023_08_31’ (or whatever name you want).

In your project folder in UEFN create a subfolder called ‘Box’.

In the new folder right-click on the background and select ‘Import to …’

Select the downloaded ‘box-t.fbx’ file above and click on ‘Open’.

Click on ‘Reset to Default’.

image-05

Under ‘Material’ make these changes.

  • Material Import Method: Do Not Create Material
  • Import Textures: (unchecked)

image-06

Click on ‘Import All’.

Four static meshes are created - we’ll only use one of them.

Step 3- Create a blueprint

Right-click on the folder background and select ‘Blueprint Class’.

Click on ‘Building Prop’ - the blueprint is created.

Double-click on the blueprint to open it, then drag the ‘box-t_down_low’ static mesh into the ‘Static Mesh’ field of the blueprint.

In the blueprint window click on ‘Compile’ - it should turn from yellow to green.

Close the blueprint window.

Step 4- Create the Verse code and gametag

In the ‘Verse Explorer’ window right-click on the project title and select ‘Add new Verse file to project’.

image-10

Name it ‘Test’ and hit ‘Create’.

Double-click on the ‘Test.verse’ file in the ‘Verse Explorer’.

Replace the content of the ‘Test.verse’ file with the following.

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

Tag_Box := class(tag){}

Test := class(creative_device):

    var Boxes : []creative_prop = array{}

    OnBegin<override>()<suspends>:void=
        aBoxes := GetCreativeObjectsWithTag(Tag_Box{})

        for (aBoxRaw : aBoxes, aBox := creative_prop[aBoxRaw]):
            if (aBox.IsValid[]):
                Print("Found a box - ok")
            else:
                Print("Found a box - INVALID")

In the UEFN main window select the ‘Verse’ top menu item and click on ‘Build Verse Code’.

Drag the blueprint object ‘NewBlueprint’ into the world.

With the box selected (that you just dragged into the world), click on the ‘+ Add’ button and then ‘Verse Tag Markeup’

Click on ‘Tag_Box’ to add that tag.

image-14

Drag the Test device into the world.

Step 4- Run the island

That’s it, start the island by clicking on ‘Launch Session’ and watch the ‘Output Log’ window.

Once the game has started you should see one of the following log messages.

If the prop works (no issue):

“Found a box - ok”

If the prop DOES NOT WORK:

“Found a box - INVALID”

It works again now - version 26.20 must have fixed it!

I don’t have any experience with blueprints, so I used this as a tutorial just to see what it does.

My results say INVALID box. I did this today on 26.20

What is the purpose of this?

Thanks.

Sorry, I had a typo in the example code above (but not in my actual project).

I just edited it in the original post above, the following part of the Verse code is corrected now.

            if (aBox.IsValid[]):
                Print("Found a box - ok")
            else:
                Print("Found a box - INVALID")

This was failing for 26.00 and 26.10 but works in 26.20.

Thanks.

What does the verse tag do on a prop?

Tags are a way of discovering your creative props in your Verse code.

You tag each prop you want to be able to discover.

In my example above I define a tag with this.

Tag_Box := class(tag){}

After compiling the Verse file, a tag called ‘Tag_Box’ is created.

You can tag props with the tag.

Here’s an example where I’m tagging a green box I want to use in Verse code. You add a ‘VerseTagMarkup’ and select the tag (one or more tags - in this case I’m using a tag called Tag_Boxes_Green_HP1).

Then a query in Verse will return the set of props that were tagged.

That’s this part in my code above (this searches for the Tag_Box tag).

aBoxes := GetCreativeObjectsWithTag(Tag_Box{})

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