Hello, I have been using volume devices as a key feature of my map, I teleport them around by having them attached to a prop. I had no problems with this for the last 2 months of development. However, suddenly any volume device breaks after being teleported, not calling its AgentEnters Event or anything anymore. Has anyone else experienced this?
How are you teleporting them around? Is it with the use of the cinematic sequence device? If yes I’d advise against using that device for anything other than cinematic’s as they can desync what the players and what the server sees
Nah I just use TeleportTo, stopped using sequence devices while ago cuz they very unreliable
Ahhh ok I don’t know if there’s any workarounds I guess would be worth trying to see if the prop the volume is attached to has mobility set to Movable, probably not gonna do much if anything but worth a shot ig
No luck sadly, I also tried disabling spatially loaded but still nothing. My workaround is I have a collision checker function that runs every .1 seconds checking player location but that feels dumb when they have this whole device that’s supposed to do just that haha. Maybe it’s for the best though because I was also experiencing volume devices breaking when I had more than one player in the game. I made a bug report last week but no response either.
If I may ask why are you not teleporting the volume itself but rather a prop attached to it?
The prop is a larger structure the volume is part of, I’ll try just teleporting the volume n see what happens
Even teleporting just the device breaks it sadly
Hard coding collisions it is
If this isn’t too much of an ask could you try teleporting all the volume based devices? Eg damage volume,mutator and see if those also don’t work
Tried teleporting those other devices which worked just fine, I did some more digging and found that I was teleporting another volume device that was working perfectly fine, the only difference that it was only using the built in event system instead of verse. It seems like the Verse events just stop getting called after it gets teleported, but the built in event system works totally fine.
I wonder if it’s as Verse finally changes over to running everything Mathematically/Parallel…
Like X:=A; Print(X); A:="Foo"
I find that if I don’t separate the teleport and the checks into different scopes: it never works… Not sure about on_agent_enters event, but my guess is the same: that your would need to resubscribe at the new location, from a different scope.
My brain isnt big enough to do reliably do different scope, So I usually find a way to put it in <suspends>
so I can Sleep(0.0)
between the teleport and the check. (or in your case, between teleport<>resubscribe)
LMK what you work out, because it drives me mad!
Hmm that’s good to know, maybe in the future I’ll just use event system to activate a static trigger device so I don’t need to resubscribe to anything? My workaround for this was to not use a teleporting volume at all, I was using them to procedurally generate the map with props but in the end I decided to just spawn all the props at the start of the race as the ones that were too far would get culled anyways.