When you Disable() interaction_component in verse it shows the msg on the ui before its disabled

Summary

When you Disable() the interaction comp it should disable instantly without showing an message on the screen instead it shows the message as/before being disabled.

In the live event 39.0 in the bunker the button that let you “Wake Homer Up” was also using this comp as it too did this same thing in game.

(Nice Epic is using scenegraph in events) :slight_smile:

It would be nice if it just disabled though without this extra ui on the screen

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

UI/Tools

Steps to Reproduce

Have an interaction comp in the game and Disable() via verse

You could use the build from the live event and press the “Wake Homer Button”

Expected Result

It should just disable without the extra ui message/icon

Observed Result

Its weird in game

Platform(s)

pc

Additional Notes

I will share a video when i press “Plant Seed” the first line in code is to Disable() yet if you slow the video/pause and move the frames you see what i mean its some weird ui that doesnt even match the interaction comp ui

Wouldn’t surprise me if this is linked to that 0.2 delay from the input issue in verse and this is built from that system

We’ll get someone to take a look.

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The status of FORT-1026350 changed to ‘Needs Triage’. We’ve confirmed the issue and it’s waiting to be assigned to someone to fix it.

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While it’s not a blocker, I can confirm this issue is a thing!

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Yea doesn’t block the game but visually looks very poor

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Just wanna add when you update the text too in code after interaction there is also a delay in this visually updating.

Its like Interaction (Delay) then text updates

In code its Interaction → Update text no delay

@Flak could you make sure the bug person sees this additional info please :slight_smile: ty kindly

I feel all these issues could be connected to that 0.2 delay from input using the verse input api if this comp is indeed built off the back of that.

My test results:

  1. When the interactable_component is preset to disabled state under Entity: It does not enable correctly when using Enable() in Verse.
  2. When the interactable_component is preset to enabled state under Entity: It disables correctly when using Disable() in Verse, but does not enable correctly when you use Enable() again.
    Conclusion: Once the interactable_component enters the Disable state, it cannot be re-enabled.My test results:
    1. When the interactable_component is preset to disabled state under Entity: It does not enable correctly when using Enable() in Verse.
    2. When the interactable_component is preset to enabled state under Entity: It disables correctly when using Disable() in Verse, but does not enable correctly when you use Enable() again.

Conclusion: Once the interactable_component enters the Disable state, it cannot be re-enabled.

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I can also confirm when you start disabled you cannot enable i have resorted to starting enabled and then start the mesh_comp disabled and enable this. This allows it to work as you would expect.

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Modifying the enabled state of mesh_comp as per your suggestion does serve as an effective workaround

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