UI Menu Bug
Product: Battlefield V
Platform:Microsoft XBOX One
Please specify your platform model. Microsoft Xbox One
Which part of the game is the issue happening in? Multiplayer
Which part of the mode? Conquest
Please select your region North America
On which server did this happen? all
When did this happen? (dd.mm.yy hh:mm) 05.23.19 22:16
Summarize your bug Basically, as far as I can tell UI code is unable to tell the difference between a player that is "in game" or "in menu". One common example is here: https://xbox-clips.com/LIVING%20DRACULA/d1adc8aa-0a31-4407-90f2-7e9b54b0347c/2533274808932288/2e5f4499-e376-4ff7-94b5-40f00b34e237/ - another example of the same: https://xbox-clips.com/LIVING%20DRACULA/03a80100-9ff3-46ea-be76-e00e7fe465df/2533274808932288/d8f3fb7f-f5a8-40c0-af76-142ac6906df1/ Another example is opening your parachute when you are in the menu.
How often does the bug occur? Often (50% - 99%)
Steps: How can we find the bug ourselves? QA should go to the squad menu and invite people to party (or just click around in it really) than back out and try to play. More often then not the assignment menu on the right will stay active until you hit the menu button. Pressing the menu doesn't "fix" it because the bug still exists. What it does is reset the "state" or what ever the equivalent concept is in frostbite. QA should create a mock of the user interaction and log the events of when a user is "in-game", "in-menu", "in spawn" etc and listen for the a player entering and exiting the "states". Chances are the user is not properly exiting the previous "state".
What happens when the bug occurs? The player either interacts with BOTH the "in game" functions and "in menu" functions. For example, in the video above the player can shoot their weapon and trigger the menu to pull back up because the UI engine is confused. Similarly if you jump out of a plane on airborne or firestorm, open the menu and press "A" you will deploy the parachute while in the menu. This seems to suggest that frostbite is unable to make the distinction between the two UI "states" or otherwise doesn't complete close/block the interaction of the previous state.
What should be happening instead? The game/UI engine should close interaction of inactive "states" so that you cant interact with "in-game" while "in-menu" is active or interact with the menu while "in-game" is active.
Developers need to create some sort of event listeners for when these "states" are active/inactive/entered/exited and ensure they close/open appropriately.