Well guess ill have to create a new topic
hi @terrock ,
Your missing bit is owned by you
(/terrock@fortnite.com/
Greasy_Grove_FFA_16_Players
Why can you get the player stats from your section of the website
Greasy Grove FFA 16 Players 9435-2452-4477 by terrock - Fortnite Creative Map Code - Fortnite.GG
Fortnite Player Count Ā· Most Played Fortnite Maps - Fortnite.GG
:)player_stats
Seriously you are missing a weak_map thatās correctly defined
All in documentation
see Verse Resetting Persistable Data for Your Island
Hi jim ok ive had a look into this and i can see that i have
BTW i didnt write this code i got from someone else and it works no problem on another map i have.
This has all gone wrong since i deleted other verse files from my map added new one with a different file name.
Thanks for your reply btw i appreciate it.
Iām also experiencing this issue. I created a support post about it (https://forums.unrealengine.com/t/verse-persistable-data-still-prevents-updates-from-being-published/1799440?page=4 but am posting here too since it sounds like some other users were able to get assistance with similar issues.
@Flak , @kalishane_eg, @Amanda.Schade ā¦if any of you have any suggestions, Iād love to hear them. Iāve tried everything I know how to do as well as quite a few wild guesses and nothing is helping.
Private Island Code: 3520-6301-2193
Public Island Code: 0004-2034-3582
Just to be sure, you didnāt delete any previously published persistable data that you were using on the map? Didnāt change a weak_map or delete members from a persistent class?
Iāve gone through a bunch of troubleshooting steps since this first started occurring, but I can defnitively state that I did not delete any persistable data or change a weak_map or delete members from a persistent class prior to the issue first occurring.
Over the past 24 hours or so as Iāve been trying to troubleshoot, I HAVE read everything I could find on the forums and various searches, and some of those results suggested adding a weak_map for persistence data. So I did try that at one point, and also tried deleting the data from the Content Service as suggested in this post: https://forums.unrealengine.com/t/verse-persistence-incompatible-without-editing-the-verse-file-that-contains-it/1956674/2
That didnāt seem to make any difference, though. Iāve pushed well over a dozen versions all with the same result.
Have you tried reverting to a snapshot from before the issue started?
Yes, Iāve tried that. The same issue occurs. There are no versions that will successfully publish now, and the āactiveā version will not load.
It may be worth mentioning that this project was published a long time ago originally. I hadnāt done much with it, and didnāt actually realize that it wasnāt loading, until recently. I fixed all the issues from various fortnite updates, and have it working find again in UEFN locally, but have not been able to publlsh any of the fixes due to this issueā¦so there is no āliveā published version that works.
Also, just for completeness (since Iām desperate for any help possible), on the publish page, there is the Verse Validation error page, and when you click the link there it shows a message that really doesnāt seem to have anything to do with persistenceā¦but I donāt know how to address it. Screenshot below:
Is there any way to simply tell the publish process to ignore any old versions island and deploy without regard to whatās already out there? From my reading of various similar posts, it seems like this may be caused by a change in an asset or path, but I have no idea how to address this. Also still very confused why the issue only occurs on publish, not play test or running locally.
Add this info here, too, since this thread at least got a couple responsesā¦
Okay, I think I have found the root cause. The poker_setup_device contains a method called ShowBarrier, which has a parameter called Show.
ShowBarrier(Seat: int, Barrier: creative_prop, Show: logic) : void=
if(Show = true) :
if(Location:= AIBarrierLocations[Seat]) :
if(Barrier.TeleportTo[Location, IdentityRotation()]) :
else :
if(Barrier.TeleportTo[vector3{X:= 0.0, Y:= 0.0, Z:= 5000.0}, IdentityRotation()]) :
When this code was first written, that was perfectly valid. However, Epic later added a Show function to creative_device, which poker_setup_device is descended from, so now the Parameter show is ambiguous between that param and the Method in base class creative_device.
SO, that SHOULD be an easy fixā¦I can just change the name of the parameter Show to something else. But I already did thatā¦thatās what was so confusing. Iād changed the name of the param to ShowBarrier, but whatever the publish process is doing is not seeing that change.
I can change the param name back to Show, and I see the same Verse ambiguity error locally the the publish gives. But renaming the Show parameter doesnāt eliminate the issue. Itās like the Publish is comparing code that is no longer there, from the previously deployed version maybe?
So I have NO CLUE how to fix this. Iāve tried renaming the parameter, Iāve tried completely removing the method, nothing seems to make any difference. I THINK the reason nothing works is that the Publish functionality is somehow trying to reference the previously deployed code, which was valid when deployed but became invalid due to a fortnite/verse/UEFN version update. In short, nothing I can do anything about.
Please, someone at Epic, reach out if there is any way to resolve this. Iām desperate for a solution. (Obviously non-epic people are free to reach out too!)
Referencing @Flak, @kalishane_eg and @Amanda.Schade because I saw their names helping with vaguely similar issues in other threadsā¦Iām really stuck here, canāt find a way to fix this without help.
I recreated the entire Island to get around the publishing issue, but a creator rules change is now preventing me from publishing. More details here: