Verse: FindCreativeObjectsWithTag should be able to function within modules

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

var MyVariable:weak_map(session,creative_device)= map{}

game_manager := class(creative_device):
        
      

        @editable
        MyDevice: creative_device = creative_device{}
         
        OnBegin<override>()<suspends>:void=
                 if(set MyVariable[GetSession()]=MyDevice):
                    Print("The device reference has been set.")
new_npc_behavior_basic := class(npc_behavior):

    
    #Using tags to get our Creative Device and set a reference to it in the variable Found Device.
    GetGameDevice()<decides><transacts>:my_creative_device =
        var FoundDevice : ?my_creative_device = false
        
            if(ADevice:=MyVariable[GetSession()]):
                AllCreativeObjects:generator(creative_object_interface )=ADevice.FindCreativeObjectsWithTag(device_reference{})
                for (TaggedActor: AllCreativeObjects, ThisDevice := my_creative_device[TaggedActor]):
                   set FoundDevice = option{ThisDevice}
            FoundDevice? 

It was working, then stopped working, and I’m not sure why it worked the first time through. Maybe it cleared the overloading error / issue or something and just allowed the Find method to work. I don’t know. It is working now that I am referencing the creative_device, and not the experience_settings_device, which is of creative_device_base. The problem I see is that the function, npc behavior class, cannot take a direct reference for some reason, so it has to be fed it in a roundabout way. So it does seem a bit redundant doing it this way, but at least it works. When it gets the reference by way of the global variable, then it can see the reference and communicate. The problem is that it doesn’t seem to be able to see the other actors. The good news is it is working and making some sense to me now. In this scenario, we create a weak_map and pair the session as the key and creative device as the value. Then when we reference the global variable in the tag search, the npc behavior function can SEE the reference and everything works as expected. I will post again on this as it is definitely a wip. I am not referencing the island settings at all any more, just the creative device.