Verse Code Acting Differently In UEFN Session Then Published Code?

Whoops! Completely forgot about this thread :sweat_smile: :sweat_smile:

The solution ended up being a few things:

First off is server latency. Edit sessions run faster then live servers/published codes. So for me, adding the suspends effect to the RespawnPlayers() function and then adding a slight delay was a contributing factor to solving it.

Second, in my case, was .Respawn itself. What I did wrong in my initial code was attempt to respawn everyone regardless of there status (Alive or Spectating). What helped here was only respawning Spectating players. The issue was, at least at the time, is that .IsSpectator was completely broken (Which BTW is why I attempted to just Respawn everyone as a solution). Instead, I checked if the player was active and only respawning them if they weren’t:

                if (FortCharacter.IsActive[]) {}
                else:
                    InAgent.Respawn(RiftTeamSelected.GetTransform().Translation, rotation{})

Hope this helps!

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