button_device Interaction Radius not enforced. Players can interact beyond configured radius (including through barriers).
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Devices
Steps to Reproduce
Place a button_device and set its Interaction Radius to a small value (e.g., 0.4 m).
Surround the button_device with a barrier_device configured as a hollow box, sized larger than the interaction radius.
Ensure the player is NOT on the barrierās ignore list so the barrier blocks physical access to the button.
Enter the game and approach the barrier from outside.
Attempt to interact with the button_device from outside the barrier.
Expected Result
The player should only be able to interact with the button_device when they are within the configured Interaction Radius. Since the barrier prevents the player from getting close enough, the button should not be interactable.
Observed Result
The player can interact with the button_device from well beyond the configured Interaction Radius, effectively bypassing the barrier. The button appears to be interactable at or near the maximum possible distance regardless of the Interaction Radius setting.
Platform(s)
PC (Windows), Xbox, Playstation
Island Code
9881-8842-2718
Additional Notes
This issue appears to be a recent regression. The Interaction Radius was functioning correctly in prior updates. This affects any design pattern that uses barriers to gate access to button_devices, since players can now interact with buttons they are not intended to reach. Our map uses this pattern extensively for pet purchase and equip stations. We have implemented ownership checks on button interactions as a workaround, but players are presented with the option to interact anyway, which is confusing. The Interaction Radius property on button_device should be enforced by the engine as configured.
I used the interaction distance of .4 as mentioned in the bug report. Barrier Depth/Width is set at .4 in the screenshots. When barrier Depth/Width is set at .5 Iām unable to reproduce.
Iām assuming physics is disabled in your island - when physics is enabled a different FortCharacter is used, so I wonder if that would make a difference as to what is triggering the interact prompt. (Invisible collision boxes attached to character used for overlapping buttons?)
FWIW I was able to reproduce this with a Scene Graph Interactable component as well. (No interaction radius setting there, Iām guessing itās just based on mesh size)
I think in the long-run a system that changes what the button looks like when itās enabled/disabled would be preferable.
I took a look at how you had things set up in your island, itās a lot easier to reproduce there. (no standing diagonally and hunting with camera needed.)
Thanks for taking the time to reproduce this and share the screenshots. I appreciate it.
On my island, physics is currently disabled, so I cannot easily test whether enabling it changes the behavior without risking other systems that depend on the current setup.
I also canāt quickly try increasing the barrier depth and width to 0.5 in my production layout. In my case it would push the barrier outside the station footprint and would require reworking the scene. That said, your finding that 0.5 does not reproduce it is interesting. I will try playing around with that to see if I can see the same thing.
On the flip side, I have also seen cases where an interaction prompt appears but the button event sometimes will not fire.
I like your suggestion about a clearer enabled or disabled visual state on buttons. That would be a nice quality of life improvement.
Just to confirm: Interaction Radius (which worked fine for us for over a year in a live published island) now behaves as if itās ignored, including allowing interaction through barriers, and that regression is getting parked in āBackloggedā??
We can block the action with ownership checks, but players still get the interact prompt anyway, which is a great way to teach them āthe UI is lying.ā So I guess thereās that.
If this can be re-triaged as a regression impacting live islands (9881-8842-2718), that would be ideal. If not, should I assume this is effectively āfiled awayā with no realistic expectation of being addressed?
The truth is, seeing a bug get marked as ābackloggedā is not a good sign, but in this case itās probably the right decision. Gating buttons behind barriers like this is not good design. (But I do acknowledge that there should be expectations for not having your island broken with updates)
If there were several creators raising this issue that might help with traction, but so-far this is the only report Iāve seen.
Your repro steps are good, but in the future something more scientific might be useful. (āPlace barrier at this location with this scale, place button at this specific location inside of barrierā) Itās better to be able to demonstrate a bug outside of the context of your island where many other factors could be involved.
Itās not really āinteracting through a barrierā thatās the issue. I probably shouldnāt have even mentioned that, since it distracted from what I was trying to say.
Itās the fact that thereās this setting in the button_device:
Interaction Radius. Which has always worked as advertised. And recently, it stopped.
A player can now be like a mondo distance away from a button and be incidentally prompted to interact with it. Interaction Radius now provides no help.
Anyway, Iām over it. Iāll just avoid creating anything that relies upon that setting in the future.