Barriers not showing after v37 update

Summary

Good day everyone. My wife and I have 7 maps in total, but only 3 of them have visually specific barriers surrounding the play area to give a certain ambiance to the map and now after the most recent update to FN, all my barriers are non visible. I have tried changing them to different active times, doubled up barriers, deleted barriers, etc. But nothing is working. Our most popular map is depicted as it is in space, but when the barriers don’t display correctly, our map looks awful. Is anyone else having issues like this or is this a known issue? Thanks for any help you can provide. Cheers!
Sam and Crystal.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

  1. load map code: 9455-6861-3640
  2. load into game
  3. look around (you are supposed to see space)

Expected Result

When you load into the map, the labyrinth is supposed to appear to be “floating” in space, but when the barriers do not show, it looks awful.

Observed Result

When you load in, you can see the green grid floor and the basic FN background everywhere else.

Platform(s)

PS5, Nintendo Switch (1 and 2), PC

Island Code

9455-6861-3640

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Video

Additional Notes

This is the same issue in our other maps: Vesuvius (1547-7861-9009) and Only Down (8167-2820-4633)

I’m seeing the same issue in my maps, too

On my maps, barriers won’t render when the player character is more than 55-60 meters away.

Hi friend, the same thing happens to me and I don’t know how to fix it. Can someone help us? T_T

FORT-951127’s status has changed to ‘Ready for QA’. A member of the QA department is investigating the issue.

1 Like

A work around (for some limited use cases) is to go into modeling and make a static mesh object and set the material and collision on it to what you want them to be. If you are using a barrier for visuals only, or as a barricade only, that will solve your problem. This won’t work however, if you want per player state. A switch would be an alternative solution for per player state, however it is currently broken too.