2+ players attempting to spawn at the same Player Spawner in quick succession spawns the later one in sky
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Devices
Steps to Reproduce
Put in a “Player Spawner” device
Change the following on your “Island Settings”
2a. Teams → Cooperative
2b. Join in Progress Behavior → Spawn Immediately
2c. Disable Player Collision → true
Have two players spawn in quick succession (can be done via having them manually respawn at the same-ish time)
Expected Result
Both players (re)spawn at the “Player Spawner”
Events of the “Player Spawner” fire for both players
Observed Result
The first player to (re)spawn spawns at the “Player Spawner”
The second player spawns high above in the air
Events of the “Player Spawner” only fire for the first player
@mikufromgatlin Just add more Player Spawn Pads. Ideally, you should have at least as many spawn pads as the maximum number of players set in your island settings. Also, enable “Only allow respawn if spawn pads are found” to ensure players always use proper spawn points.
Make sure to space the spawn pads out so they don’t overlap or stack on top of each other, as that can cause spawning issues.
By the way, are you building a team-based mode or a free-for-all? What kind of gameplay are you aiming for? Also, is there a specific reason you’re trying to use only one spawn pad?
I make social hubs + showcases. One spawn pad is a legitimate use case for these scenarios I think. I’m not about to cram 50 spawn pads into a hallway for an apartment for example lol.
@mikufromgatlin I’d recommend creating a dedicated spawn room, similar to a pre-game lobby, with a large number of Player Spawn Pads (for example 50). This ensures players always have a valid place to spawn without conflicts.
From there, use Teleporter Devices to move players into the actual gameplay area. You can trigger these teleporters automatically when a player spawns, or let players activate them manually—like interacting with a “Teleport to Map” button.
The key idea is to handle spawning and gameplay separately:
use the spawn room for safe, reliable spawning, and teleport players into the main map for the actual game.
So strange that that’s the officially recommended approach, I do appreciate the context.
Maybe I’ll need to make a feature request then. I’d expect the ability to use minimal spawn devices to cover non-BR scenarios - especially if player collision is off.
Similarly, I feel like a volume-based player spawn could help with this too.
Word - I’ll make a feature request too, but after thinking some more I do still think this is a bug.
If I’m reading it correctly:
I place 50 spawns
Two players spawn in quick succession
If they happen to get the same spawn pad, the later one is in the sky still
There’s seemingly no guarantee spawns are varied. Closest would be your original rec of delaying blocked spawns, but that could cause weird side effects of malicious or afk users spawn pad blocking. Similarly it makes any spawn pad events useless with other devices.
@mikufromgatlin I believe that when a player spawns, the game automatically selects a valid Player Spawner(If there are more spawners in your map).
Here’s the setup I’d recommend:
Create a dedicated spawn room where all players initially spawn.
In Island Settings, set “Only allow respawn if spawn pads found” to Yes.
Use the Player Spawner event “On Player Spawned → Send Event To” and connect it to a Teleporter Device.
This way, players are immediately teleported into the main map after spawning. It ensures that no one stays in the spawn room and prevents players from spawning in the sky.
I watched a game dev video for some game and the way they did it is check if the pawn can spawn if not then try spawn around the radius. Epic should enable this option its be such a time save/bug fix for most issues with this device.