This month is a busy month, hopefully I still remember must of the things…
- When you has a suspended function, or anything that is checking a reference of player, prop, or anything that can be removed in the game. You want to always check if they are still valid before using them.
- Especially player, since they can join/leave the game as they like.
- Bugs that doesn’t make any sense can happen
- Prop manipulator has a small sphere, and the props it is interaction with must touch that sphere.
- Prop manipulator kept the prop alive in its best ability. That says, if it is destroyed (for example, if it can be damaged and player deal enough damage to destroy it), the prop will be removed from the game and the prop manipulator can no longer recover it
- You must connect to UEFN to see verse debug logs
- I wish this wasn’t the case
- HUD device bug:
- “Re-Evaluate Message On Show” should force the device to treat same message as different, but it turns out that it doesn’t do that
- Since you can set it up so Show() trigger some animation, we need it to always treat it the same as new message to make sure the animation is consistent
- Reading it as a bug since if you have multiple device taking individual messages, it will be fine. It only “fail” when there is only one device
- Example that works, as the entre animation will be triggered:
- DeviceA.Show(messageA)
DeviceB.Show(messageB)
DeviceC.Show(messageC)
HideAllDevice()
DeviceA.Show(messageA)
DeviceB.Show(messageB)
DeviceC.Show(messageC)
- DeviceA.Show(messageA)
- Example that doesn’t work
- DeviceA.Show(messageA)
HideAllDevice()
DeviceA.Show(messageA)
- DeviceA.Show(messageA)
- When you got a map with player as key, you can make the value optional. Instead of removing it from the map, just set it to false. That should make sure the data are removed to avoid some weirdness
- New chapter for Fortnite usually introduce major bugs in creator map
- There is no PleyerSwitchWeapon Event for verse to listen to
- There is not really a good way to track what weapon/item player is on besides check it regularly…hopefully we will get something better later
- Direct binding on device: if you see it grey out and not changeable, that means it is other device bind to this one. To change that, find the other device and you will be able to change it
- for(I->C:ArreyName):
- This give you an element on array each loop with an index that goes up accordingly
- GetCreativeObjectsWithTag is deprecated, and it is not consistent with the result
- FindCreativeObjectsWithTag is a new function that replace the one above, and it might be consistent…should do more test for it
- Device broke in blueprint, what a shame…Hopefully that is what scene graph going to fix
- When you use FPS device or make a Lego map, there are devices that is default fortnite that might broke
- If your verse code logic is absolutely fine and it is still having bugs, especially inconsistent bugs. Look at the device you are using to see if anything might be related
- HUDMessageDevice.Show(Player) *could* show its HUD to other players if the recipient could include non-triggering player
- Note to self: init/reset value should happen as the first/last thing
- Device function can be called without a reference. In C++ terms, all functions from creative_device can be called as static functions
- As the result, if you didn’t have the right reference, the function will be called as it is newly made as default
- It won’t call OnBegin for the “newly made device”, means it is more likely they are static functions. However, they also have their own separate member variables. Maybe this is just a non-defined behavior that happen to be consistent
- This make it really hard to debug if you don’t know about it
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