Verse Event fields now send 2x signals instead of 1x in v41.10

Summary

Verse Event fields now send 2x signals instead of 1x in v41.10

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

UI/Tools

Steps to Reproduce

  1. Create a UMG and add custom events.
  2. Add a custom button and link its click event to the custom event.
  3. Access the UMG widget in Verse and await the custom event.
  4. Display the UMG to the player and press the custom button.
  5. Observe the click events firing twice.

Expected Result

Only 1 signal is sent when user clicks a UMG custom button.

Observed Result

2 Signals are sent when a user clicks a UMG custom button.

Platform(s)

All

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Thank you for flagging, Axel!

If anyone is experiencing this bug and needs a workaround, a simple debounce in your code will suffice by simply adding a small Sleep(0.1) to suppress the extra signals.

2 Likes

I can’t replicate this bug, can you show your code?

HandleClickEvent(Tile : MyWidget, SlotIdx : int)<suspends> : void =
        sync:
            block:
                CloseEvent.Await()
                return
            loop:
                Tile.OnClick.Await()
                Print("Button clicked for slot {SlotIdx}")
1 Like

Seems right. Not sure what to suggest but I can’t make this happen in my map. Can you replicate this in a blank map? If so, do that, and post steps so they can replicate it too.

I’m curious why you don’t use Sync instead of Race for your concurrency there. I legit can’t make this happen and I’ve set up another 12 menus that wait for button responses and I’ve not seen this problem. I’m wondering if it’s because of that, but I’m unsure.

FORT-1122304 has been ‘Closed’. This is working as intended by design.