Calling Agent.Respawn() on a live player right after joining leaves the 3D view permanently black on published islands

Summary

On a published island, if Verse calls Agent.Respawn() on a live player about 1 second after they join, the 3D view stays completely black for the whole match while HUD, audio, movement and weapons keep working. It only happens when the island is not the first island loaded in the Fortnite client session, and it never reproduces in UEFN Launch Session. Removing the Respawn() call fixes it.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

  1. In a Verse creative_device, when a player joins (OnBegin / PlayerAddedEvent), wait ~1 second after their fort_character is active, then call Agent.Respawn(CurrentPosition, CurrentRotation) on the live player. (We used this as a workaround for the Third Person Controls Facing=Movement first-spawn bug, FORT-1110974.)
  2. Upload as a private version (or publish).
  3. Fully restart the Fortnite client.
  4. Play any other island first, then return to the lobby.
  5. Join the island from step 2.

Expected Result

The join fade-in completes and the 3D world is visible.

Observed Result

The 3D view stays completely black for the whole match. HUD, audio, movement, weapons and Verse UI keep working, and NPC nameplates are projected at the correct positions. Dying and respawning normally does not recover the view.

  • If the island is the first island loaded after launching Fortnite, it works fine.
  • Any later load in the same client session (another island first, or the same island again) is black every time.
  • It never reproduces in UEFN Launch Session, so it cannot be caught before publishing.
  • Removing the Agent.Respawn() call fixes it completely (verified on the published island, version 2).

Platform(s)

PC (Windows)

Island Code

7402-9699-0778

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Video

Version 1 of the island had the issue; version 2 removed the Respawn() call and is fixed. We can provide a private version that still reproduces it on request.
Suspected cause: the forced respawn replaces the pawn while the client’s join fade-in is in progress, so the fade-in never completes. It looks like a load-timing race (loads are faster after the first island in a client session).
Related: after removing the workaround, on published islands during the first life only, the held weapon is hidden while sprinting and the stamina UI does not appear; both are correct after the first respawn. The first-spawn controls issue (FORT-1110974 family) appears to still be present.

Additional Notes

Version 1 of the island had the issue; version 2 removed the Respawn() call and is fixed. We can provide a private version that still reproduces it on request.
Suspected cause: the forced respawn replaces the pawn while the client’s join fade-in is in progress, so the fade-in never completes. It looks like a load-timing race (loads are faster after the first island in a client session).
Related: after removing the workaround, on published islands during the first life only, the held weapon is hidden while sprinting and the stamina UI does not appear; both are correct after the first respawn. The first-spawn controls issue (FORT-1110974 family) appears to still be present.