Version 0.1.301 Patch [Major] - Player Fixes and Updates
[h3]Updates and Improvements[/h3]

[h3]Fixes[/h3]
A big mahalo to all of our awesome testers for helping us make Fractured Veil better! Here's a list of everything they suggested during last week's play session that we've fixed or improved.
If you want to learn more about Fractured Veil head over to our Discord server.
[h3]More About This Game[/h3]
- Implemented loading and population of stored contents of player spawned containers
- Implemented removing an item from player-spawned container to player inventory
- Collision settings on Fishing hut 2
- Adjusted size of water barrels in the world
- Implement sign diorama spawning along roads
- Regenerate dioramas and minor BP_Road preset changes
- Implemented persistence for equipping items directly from player-spawned containers
- Implemented persistence for unequipping items directly to player-spawned containers
- Veil Building Added in as streaming level in the 1x7 area
- Traffic Light material changed and lights added to 3x4
- Props added in and setup in Camp + Top of Tower
- Radio added to Main Room
- Finished persistence for dragging items from a player-spawned container directly to ground
- Reworked weapon attachment population code to store records after read time, evaluate later, and assign to bank items where needed
- Adjusted the frying pan's socket rotation
- Added in "CanSkipEquipAnimation" to the BaseItem class. This allows Weapons to attack prior to their equip animation finishing. The Frying Pan now makes use of this
- Increased the durability modifiers for 'wrong harvesting type' to 9x
- RPG Buildings can now define if they should spawn loose items around them. This now defaults to false
- Implemented persistence for weapon attachments for contents of player-spawned containers
- Added tracking and logging of highest transaction count per second, every 60 seconds, to node services
- Changed BP_Thorcon_Entrance to use PlaySoundAtLocation instead of PlaySound, only for players with 100m; Changed the spatialization for those sounds to what the other Thorcon doors are using, 40m spread 25
- Disabled Add Friend button in FRVPlayer_DetailsHeader
- Set House button to collapsed in FRVPlayer_PlayerInfo
- Created a new component called PersistentRPGMovementIgnoreComponent. When this component is added to a character that character will be able to move through all other actors that also have this component
- Removing the MovementIgnoreComponent will now reset the actor's collision masks to their original state
- The MovementIgnoreComponent now supports defining the movement mask channel that is used. By default this uses a channel that none of our other systems make use of
- Added in a system that only removes the MovementIgnoreComponent after the owner is no longer being blocked by another actor
- The MovementIgnoreComponent will now ensure only one instance of it exists on an actor

[h3]Fixes[/h3]
- Fixed bug with drone not being able to see construction buildings
- Fixed collision issues on Volleyball nets and fishing huts
- Fixed clipping of heads and candles in the barn
- Applied pants mesh to dropped ItemActor_Pants
- Fixed a bug where the Interaction Service was determining that certain interactions were possible when they otherwise weren't due to the visibility and/or the max interaction distance
- Fixed a bug where the Interacted Actor returned by ProcessInteractableTraceHit was not always the actor that was tracked and stored in the ViewInteractableContext
- Fixed a bug with the "Ignite Corpse" text not displaying due to the UI only showing it if the interactable actor was a Corpse Actor. The UI will now properly display the text if the actor is also a dead Character
- Fixed a bug where any press of the interaction key on a dead body with the torch out would immediately ignite it. The interaction now must be held as intended
- Fixed a bug where containers would fail to replicate to a player if their pawn overlapped the container prior to being owned by a controller
- Players will no longer collide with each other while they are within a safe zone
A big mahalo to all of our awesome testers for helping us make Fractured Veil better! Here's a list of everything they suggested during last week's play session that we've fixed or improved.
- Zaccsi - No collision on fishing huts
- Steelcrusher - Thorcon door sounds are too loud
- Steelcrusher - Water is too scarce
- Chests take too long loading inventory
- EspAion - Un/Equipping Ballistic helmet causes game to crash
- Aazlor and Zaccsi - Floating Grass
- Elliot - Fixed bug with drone not being able to see construction buildings
If you want to learn more about Fractured Veil head over to our Discord server.
[h3]More About This Game[/h3]