Summary
Advanced Storm Controller driven from Verse: on a fresh server with a single GenerateStorm(), the storm ran its phases about 7× faster than authored and killed the player at 7:00 instead of about 18:30. It then ignored every DestroyStorm() and GenerateStorm() call, and the whole island stayed in storm until the session ended. That storm never fired PhaseEndedEvent. A storm generated afterwards from the same controller ran on the correct schedule. First noticed after the 42.20 update.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Devices
Steps to Reproduce
-
Place one Advanced Storm Controller at the map center: Generate Storm On Game Start = No, Use Custom Storm Phases = Yes, Phase One Radius = 450 m, Bounds Radius = 0, Delay Time = 0, Destruction Delay = 0, Storm Sickness = On, On Finish Behavior = Destroy (same result with Stay).
-
Place an Advanced Storm Beacon at the controller’s location: Phase = 2, Wait Time = 900 s, Resize Time = 180 s, Storm Radius = 450 m, Damage = 2%, Movement Behavior = Move to Beacon.
-
Place a second Advanced Storm Beacon: Phase = 3, Wait Time = 30 s, Resize Time = 0 s, Storm Radius = 0 m, Damage = 10%, Movement Behavior = Move to Beacon.
-
From Verse, call StormController.GenerateStorm() at the start of each round.
-
From Verse, call StormController.DestroyStorm() at the end of each round.
-
(Optional, for diagnosis) Subscribe to StormController.PhaseEndedEvent and print when it fires.
-
Place players in a lobby area outside every storm circle between rounds.
-
Launch a session and play rounds of a few minutes each, with a Generate at every round start and a Destroy at every round end.
It’s intermittent: most rounds behave, but we now hit it several times a week.
Expected Result
Each GenerateStorm() starts the authored timeline: phase 1 for 15:00, a 3:00 resize, then 30 s, then the collapse at about 18:30. PhaseEndedEvent fires at each phase end. DestroyStorm() removes the storm completely, and it stays gone until the next GenerateStorm().
Observed Result
On a new server with one GenerateStorm() (log times UTC):
- 05:23:16: GenerateStorm()
- +113 s: the map shows STORM 1 of 3 · 0:17, so phase 1 ended at about +130 s instead of +900 s.
- +160 s: STORM 2 of 3 · 4:01
- +420 s: the storm collapses to 0 m and kills the player (expected about +1110 s). PhaseEndedEvent never fired for this storm.
- +423 s: DestroyStorm() has no effect. The player is in the lobby outside every circle and dies about every 9 s.
- DestroyStorm() again, then GenerateStorm() + DestroyStorm() twice: no effect.
- 05:34:54: a final GenerateStorm(). That storm fired PhaseEndedEvent at exactly +1080 s (900 + 180, correct) while the death loop continued the whole time.
- Only ending the session cleared it.
So the fast storm seems detached from the controller: it sends no events and DestroyStorm() doesn’t reach it. A normal, controller-owned storm can exist at the same time.
Platform(s)
PC (Windows 11). UEFN 42.20 launch session from the editor, on an Epic-hosted server.
Island Code
1019-2520-8922
Upload an image
storm-bug-log-excerpt-2026-09-24.txt (4.31 KB)
Additional Notes
Note: Our setup also moves the Phase 3 beacon with TeleportTo() to a random location just before each GenerateStorm(). We haven’t tested whether this affects the bug.
When it started: we first noticed it after the 42.20 update. The same device setup and Verse had worked for weeks before that.
Other ways we’ve hit the same stuck state:
- GenerateStorm(), then DestroyStorm() after 112 s. The storm disappears, but the map keeps showing STORM 1 of 3 with a ~3:53:00 countdown that keeps running through later Generate/Destroy calls. After about 4 idle hours the storm came back on its own, reached 0 m, and nothing could remove it.
- In another session it came back about 6 minutes after DestroyStorm() and again ignored every call.
When it works: GenerateStorm() then DestroyStorm() 30 s later is clean. A storm left to finish its full timeline fires PhaseEndedEvent at +1080 s and can be removed with DestroyStorm() even at 0 m.
Possibly related: FORT-1081627 (Invisible Storm Sometimes: Verse-generated storm goes invisible, timer 0:00, still damages), FORT-1001182 (a map-wide storm after ~60 min that can’t be removed; closed as can’t reproduce), and “Advanced Storm Controller and Beacon settings broken” (On Finish Behavior ignored).
Tips on play testing using the island code. Launch the session, find the start trigger which will make a mutator zone appear, walk into the zone to start the “run”. The expected behavior is the storm should start after the run loads then waits 15 mins then resizes for 3 mins before collapsing to 0m after 30 more seconds.







