I have an extraction style map that has various custom objects that are saved through Verse persistence. In my local testing, data is properly saving to weak_map. However, when I publish a private version and associate it to a Playtest, the data is not saving. When I leave a session and join matchmaking again, the player data is reset to default values as if it were a new player. My IslandSettings are set to Import Live Data for playtesting and Content Service is showing blank for Persistence data.
Please select what you are reporting on:
Verse
What Type of Bug are you experiencing?
Verse
Steps to Reproduce
Load into map
On Spawn, Verse persistence is triggered to save player to weak_map if the player can’t be found in the weak_map
Move items into Player Backpack (custom map created for player attributes) from Stockpile (custom map created for player attributes)
Start extraction, Verse persistence is triggered to save player to weak_map. All changes to stockpile will be updated.
Quit
Queue into matchmaking
Spawn again
Stockpile should reflect changes made in step 3, but instead are reset to default values.
Expected Result
Changes to Custom Player attributes should be saved to weak_map when entering different play states
Observed Result
Custom Player attributes are not being saved to weak_map when entering different play states
Sorry to hear that. I’m assuming this was working for you in a previous Fortnite Ecosystem Update? Do you think you could pinpoint which update broke this functionality for you?
My IslandSettings are set to Import Live Data for playtesting and Content Service is showing blank for Persistence data.
Hi @Rawcko, we’re trying to investigate this here. What happens if you don’t check [Import From Live]? Does the data save as expected in that case or does the same issue still persist? I’m wondering if the issue stems from some condition we haven’t caught with your older version of the persistable data being combined with the current version of it.
Could you also attach your client log(s) here that you have when you performed the playtest?
Hi @sonictke - I appreciate you taking a look at this. I uploaded a new Private Island Code with “Simulate New User” in the IslandSettings and it’s still producing the same behavior. As for the client logs, I’m attaching some files that I took from the UEFN Output Logs. I hope this is what you meant:
2024-11-02_LocalLog_FirstTimePlayer - is the log of a person playing for the first time and having their record created in the weak_map
2024-11-02_LocalLog_ReturningPlayer - Includes the previous log and expands to show a player returning to the game and having their record loaded from the weak_map and then saved again to the weak_map when changing from the “pre-game” state.
Those are the UEFN editor logs. The client log(s) would be stored at %localappdata%\FortniteGame\Saved\Logs\FortniteGame*.log.
We’re still investigating here. For my benefit, could you clarify what you were expecting to see the second time you logged the stockpile contents? I see the values in the backpack have changed between the first and second logs, which implies some data did persist, so I’m trying to understand what the data loss specifically was.
I’m going to include a gif here to help tell the story of what the expected behavior should be.
There’s three phases in this video:
Player is in pre-game state selecting items they want to move from their stockpile to their backpack to bring with them on extraction mission.
Player is eliminated during mission causing them to drop their backpack. Player now has an empty backpack.
Player is back in their end-game state where the stockpile and backpack no longer have the items they originally selected in the pre-game state.
The expected behavior after all of this would be that the Stockpile and Backpack (amongst some other variables) should persist the next time the player loads in. So the items available in phase 3 should show up the next time the player loads the map.