Barrier Devices Fail for Additional Players in Multiplayer Sessions When Using Ignore List

Summary

When more than one player is added to a barrier device’s Ignore List, the barrier behaves correctly only for the first player. For every subsequent player in the same session, the barrier intermittently remains visible, retains collision, and allows phasing, despite being configured to stay invisible and non‑interactive for ignored players.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

  1. Create an empty island.

  2. Place 50 Barrier Devices (Material A).

  3. Duplicate and place 250 additional Barrier Devices (Material B).

  4. On all barriers, set Invisible to Ignored Players = True.

  5. Add the Verse device below (game_manager_device) and place it in the world.

  6. In its properties:

  • Assign two Player Spawners to PlayerSpawners.

  • Assign the first 50 barriers (Material A) to Barriers.

  1. Island Settings → Join In Progress = Spawn, Post Game Spawn Location = Island Start, Start with Pickaxe = True.

  2. Launch a session.

  • Player 1 joins → all 50 red barriers are invisible and non‑interactive (expected).

  • Player 2 joins the same session → most red barriers intermittently become visible, retain collision, and allow phasing (unexpected).

  1. Have Player 1 leave → barriers immediately correct themselves for Player 2 (now the only player on the ignore list).

Expected Result

Every player placed on a barrier’s Ignore List should always see that barrier as invisible and non‑interactive.

Observed Result

For players added after the first, barriers intermittently stay visible, retain collision, and allow phasing.

Platform(s)

PC, XBOX Series X, Playstation 5

Island Code

2413‑2021‑9097

Video

Additional Notes

Example “game_manager_device.verse” file:

using { /Verse.org/Simulation }
using { /Fortnite.com/Devices }

game_manager_device := class( creative_device )
{
    @editable PlayerSpawners : []player_spawner_device = array{}
    @editable Barriers : []barrier_device = array{}

    OnBegin<override>()<suspends>:void =
    {
        for(Spawner : PlayerSpawners)
        {
            Spawner.SpawnedEvent.Subscribe(OnPlayerAdded)
        }
        GetPlayspace().PlayerAddedEvent().Subscribe( OnPlayerAdded )
        GetPlayspace().PlayerRemovedEvent().Subscribe( OnPlayerRemoved )
    }

    OnPlayerAdded( PlayerAgent:agent ) : void=              
    {
        for(Barrier : Barriers )
        {
            Barrier.AddToIgnoreList( PlayerAgent )
        }
    }

    OnPlayerRemoved( PlayerAgent : agent ) : void =
    {
        for(Barrier : Barriers )
        {
            Barrier.RemoveFromIgnoreList( PlayerAgent )
        }
    }
}

FORT-943719 changed to ‘Needs More Info’. We’re missing information that would help us determine the source of the issue.

Hi, I’m happy to clarify anything that’s missing, but I’m a little confused by the “Needs More Info” status.

The report includes:

  1. Step-by-step instructions to reproduce the issue in a blank island
  2. The full Verse source code for a device handling the very minimal logic required
  3. An island code and a video clearly demonstrating the issue

The bug is 100% reproducible by following those steps, and it consistently affects players who are not the first to join the session. If there’s anything specific that’s unclear or missing, I’d really appreciate some guidance so I can provide it right away.

Thanks!