Changing Booth Device not working

Summary

Since the recent update that added disable and enable channels to the changing booth device, I am unable to use my device. I tried to disable and then enable it but it did not work. When I test in an empty map it does work so it seems map specific.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

Play this map and enter the phone booth device in the lobby 6570-5231-1418

Expected Result

I can enter the device

Observed Result

I cannot enter

Platform(s)

PC

Island Code

6570-5231-1418

I tried everything and cant fix it.
.
The strange thing is that they will ramdomly work for some players and they suddenly
W



ill stop working.

It works on while playing in editor. But when you send the private version and use the private code to join . They wont work.
Please someone fix this :sob:

2 Likes

I have the same problem on my new TMNT map :sob:

This is a hint:

I added a End game device to Switch to the second round after the trigger… Once the second round starts the changing booth will work BUT! IT WILL NOT work for joining in progress players. only for the players currently in the island when the round changed.

Please prioritize this bug. There are many role play maps, party royales and Fashion maps that depend of this device.

1 Like

me too i can’t use changing booth in my island

I Found the Bug after days and days of checking. Is the VK WaterBody Ocean.
Delete it and place it again as new… boom fix . you’re welcome.

this could be the answer to another bug a more severe one. Where did you find that ref/item

1 Like

So I Just want to clarify. that adding it again back as new might not work… But removing it definitely works.

But the island looks horrible without an ocean.


I CALL IT SOLVED!

Delete your Old VK Ocean and use this one instead of the one inside the Fortnite Folder.

This one was taken from a recent island without the Booth issue.

and it works… please let me know if it helped you

FixChangingBothVKWater.txt (11.4 KB)

2 Likes

Can confirm this works

Thanks everyone!

This fixes it

This might help with the verse runtime error that occurs and references that asset.

ticket number is

FORT-830040

Link is

1 Like

did you fix it without removing the ocean? have the same issue right now …

even when I remove the ocean completely it doesnt work

1 Like

GOD BLESSSSS YOUUUUUUUUUU !!! Hope you and your family great life !!!

1 Like

Yes. Check if you a have a second ocean. Also when you add the new ocean. Go to details and set it as Movable… a friend did that and it worked for him.

Try that

Also used the one I attached above . Dont add a new one from the fortnite files.

I’m new to map building but how do i add this to my map? im having the same issue with the changing booth’s not working :frowning:

ctrl c ctrl v this code in ur map
Begin Map
Begin Level
Begin Actor Class=/Game/Valkyrie/VK_Waterbody_Ocean.VK_Waterbody_Ocean_C Name=VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016 Archetype=“/Game/Valkyrie/VK_Waterbody_Ocean.VK_Waterbody_Ocean_C’/Game/Valkyrie/VK_Waterbody_Ocean.Default__VK_Waterbody_Ocean_C’” ActorFolderPath=“Essentials” ExportPath=“/Game/Valkyrie/VK_Waterbody_Ocean.VK_Waterbody_Ocean_C’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016’”
Begin Object Class=/Script/Water.WaterSplineComponent Name=“WaterSpline” Archetype=“/Script/Water.WaterSplineComponent’/Game/Valkyrie/VK_Waterbody_Ocean.Default__VK_Waterbody_Ocean_C:WaterSpline’” ExportPath=“/Script/Water.WaterSplineComponent’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.WaterSpline’”
End Object
Begin Object Class=/Script/Water.WaterSplineMetadata Name=“WaterSplineMetadata” Archetype=“/Script/Water.WaterSplineMetadata’/Game/Valkyrie/VK_Waterbody_Ocean.Default__VK_Waterbody_Ocean_C:WaterSplineMetadata’” ExportPath=“/Script/Water.WaterSplineMetadata’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.WaterSplineMetadata’”
End Object
Begin Object Class=/Script/Water.WaterBodyInfoMeshComponent Name=“WaterInfoMeshComponent” Archetype=“/Script/Water.WaterBodyInfoMeshComponent’/Game/Valkyrie/VK_Waterbody_Ocean.Default__VK_Waterbody_Ocean_C:WaterInfoMeshComponent’” ExportPath=“/Script/Water.WaterBodyInfoMeshComponent’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.WaterInfoMeshComponent’”
End Object
Begin Object Class=/Script/Water.WaterBodyInfoMeshComponent Name=“DilatedWaterInfoMeshComponent” Archetype=“/Script/Water.WaterBodyInfoMeshComponent’/Game/Valkyrie/VK_Waterbody_Ocean.Default__VK_Waterbody_Ocean_C:DilatedWaterInfoMeshComponent’” ExportPath=“/Script/Water.WaterBodyInfoMeshComponent’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.DilatedWaterInfoMeshComponent’”
End Object
Begin Object Class=/Script/FortniteGame.FortWaterBodyOceanComponent Name=“WaterBodyOceanComponent” Archetype=“/Script/FortniteGame.FortWaterBodyOceanComponent’/Game/Valkyrie/VK_Waterbody_Ocean.Default__VK_Waterbody_Ocean_C:WaterBodyOceanComponent’” ExportPath=“/Script/FortniteGame.FortWaterBodyOceanComponent’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.WaterBodyOceanComponent’”
Begin Object Class=/Script/FortniteGame.FortWaterBodyComponentCommon Name=“FortWaterBodyComponentCommon” Archetype=“/Script/FortniteGame.FortWaterBodyComponentCommon’/Game/Valkyrie/VK_Waterbody_Ocean.Default__VK_Waterbody_Ocean_C:WaterBodyOceanComponent.FortWaterBodyComponentCommon’” ExportPath=“/Script/FortniteGame.FortWaterBodyComponentCommon’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.WaterBodyOceanComponent.FortWaterBodyComponentCommon’”
End Object
End Object
Begin Object Class=/Script/FortniteGame.FortSplineWaterAudioComponent Name=“FortSplineWaterAudio” Archetype=“/Script/FortniteGame.FortSplineWaterAudioComponent’/Game/Valkyrie/VK_Waterbody_Ocean.VK_Waterbody_Ocean_C:FortSplineWaterAudio_GEN_VARIABLE’” ExportPath=“/Script/FortniteGame.FortSplineWaterAudioComponent’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.FortSplineWaterAudio’”
End Object
Begin Object Class=/Script/Water.OceanBoxCollisionComponent Name=“OceanCollisionBoxComponent_1” ExportPath=“/Script/Water.OceanBoxCollisionComponent’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.OceanCollisionBoxComponent_1’”
Begin Object Class=/Script/Engine.BodySetup Name=“BodySetup_0” Archetype=“/Script/Engine.BodySetup’/Script/Water.Default__OceanBoxCollisionComponent:BodySetup_0’” ExportPath=“/Script/Engine.BodySetup’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.OceanCollisionBoxComponent_1.BodySetup_0’”
End Object
End Object
Begin Object Name=“WaterSpline” ExportPath=“/Script/Water.WaterSplineComponent’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.WaterSpline’”
SplineCurves=(Position=(Points=((InterpMode=CIM_CurveAuto),(InVal=1.000000,InterpMode=CIM_CurveAuto),(InVal=2.000000,InterpMode=CIM_CurveAuto))),ReparamTable=(Points=((),(OutVal=0.100000),(OutVal=0.200000),(OutVal=0.300000),(OutVal=0.400000),(OutVal=0.500000),(OutVal=0.600000),(OutVal=0.700000),(OutVal=0.800000),(OutVal=0.900000),(OutVal=1.000000),(OutVal=1.100000),(OutVal=1.200000),(OutVal=1.300000),(OutVal=1.400000),(OutVal=1.500000),(OutVal=1.600000),(OutVal=1.700000),(OutVal=1.800000),(OutVal=1.900000),(OutVal=2.000000),(OutVal=2.100000),(OutVal=2.200000),(OutVal=2.300000),(OutVal=2.400000),(OutVal=2.500000),(OutVal=2.600000),(OutVal=2.700000),(OutVal=2.800000),(OutVal=2.900000),(OutVal=3.000000))))
AttachParent=“WaterBodyOceanComponent”
End Object
Begin Object Name=“WaterSplineMetadata” ExportPath=“/Script/Water.WaterSplineMetadata’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.WaterSplineMetadata’”
End Object
Begin Object Name=“WaterInfoMeshComponent” ExportPath=“/Script/Water.WaterBodyInfoMeshComponent’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.WaterInfoMeshComponent’”
bIsConservativeRasterCompatible=True
StaticMesh=“/Script/Engine.StaticMesh’WaterInfoMesh_2’”
StaticMeshImportVersion=1
OverrideMaterials(0)=“/Script/Engine.MaterialInstanceDynamic’/Engine/Transient.WaterInfoMID_21858’”
AttachParent=“WaterBodyOceanComponent”
End Object
Begin Object Name=“DilatedWaterInfoMeshComponent” ExportPath=“/Script/Water.WaterBodyInfoMeshComponent’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.DilatedWaterInfoMeshComponent’”
StaticMesh=“/Script/Engine.StaticMesh’WaterInfoDilatedMesh_19’”
StaticMeshImportVersion=1
OverrideMaterials(0)=“/Script/Engine.MaterialInstanceDynamic’/Engine/Transient.WaterInfoMID_21858’”
AttachParent=“WaterBodyOceanComponent”
End Object
Begin Object Name=“WaterBodyOceanComponent” ExportPath=“/Script/FortniteGame.FortWaterBodyOceanComponent’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.WaterBodyOceanComponent’”
Begin Object Name=“FortWaterBodyComponentCommon” ExportPath=“/Script/FortniteGame.FortWaterBodyComponentCommon’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.WaterBodyOceanComponent.FortWaterBodyComponentCommon’”
End Object
CollisionExtents=(X=160000.000000,Y=130000.000000,Z=10000.000000)
OceanExtents=(X=350000.000000,Y=400000.000000)
SavedZoneLocation=(X=0.000534,Y=0.000534)
TargetWaveMaskDepth=2048.000000
bVisualizeComponent=True
End Object
Begin Object Name=“FortSplineWaterAudio” ExportPath=“/Script/FortniteGame.FortSplineWaterAudioComponent’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.FortSplineWaterAudio’”
WaterBodyOwner=“/Game/Valkyrie/VK_Waterbody_Ocean.VK_Waterbody_Ocean_C’VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016’”
SplineAABB=(Min=(X=-30000.000000,Y=-30000.000000,Z=-30150.000000),Max=(X=30000.000000,Y=30000.000000,Z=30000.000000),IsValid=True)
UCSSerializationIndex=0
bNetAddressable=True
bAutoActivate=False
CreationMethod=SimpleConstructionScript
End Object
Begin Object Name=“OceanCollisionBoxComponent_1” ExportPath=“/Script/Water.OceanBoxCollisionComponent’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.OceanCollisionBoxComponent_1’”
Begin Object Name=“BodySetup_0” ExportPath=“/Script/Engine.BodySetup’/OG_Realistic_2v2/OG_Realistic_2v2.OG_Realistic_2v2:PersistentLevel.VK_Waterbody_Ocean_C_UAID_60CF845F5F54CF3702_1448491016.OceanCollisionBoxComponent_1.BodySetup_0’”
AggGeom=(BoxElems=((X=320000.000000,Y=260000.000000,Z=20000.000000)))
End Object
BoxExtent=(X=160000.000000,Y=130000.000000,Z=10000.000000)
AreaClass=“/Script/CoreUObject.Class’/Script/FortniteAI.FortMetaNavArea_Obstacles’”
bDrawOnlyIfSelected=True
bFillCollisionUnderneathForNavmesh=True
bHasCustomNavigableGeometry=EvenIfNotCollidable
BodyInstance=(ObjectType=ECC_GameTraceChannel18,CollisionProfileName=“WaterBodyCollision”,CollisionResponses=(ResponseArray=((Channel=“WorldStatic”,Response=ECR_Overlap),(Channel=“WorldDynamic”,Response=ECR_Overlap),(Channel=“Visibility”,Response=ECR_Ignore),(Channel=“Camera”,Response=ECR_Ignore),(Channel=“PhysicsBody”,Response=ECR_Overlap),(Channel=“Vehicle”,Response=ECR_Overlap),(Channel=“Destructible”,Response=ECR_Overlap),(Channel=“FCC_Trace_WeaponCapsule”,Response=ECR_Overlap),(Channel=“FCC_Object_PawnAI”,Response=ECR_Overlap),(Channel=“FCC_Trace_WeaponMulti”,Response=ECR_Overlap),(Channel=“FCC_Trace_Weapon”,Response=ECR_Overlap),(Channel=“FCC_Object_Projectile”),(Channel=“FCC_Object_ProjectileIgnoreAI”),(Channel=“FCC_Object_ProjectileMesh”),(Channel=“FCC_Trace_WaterVolume”),(Channel=“FCC_Object_Water”,Response=ECR_Ignore))),PhysMaterialOverride=“/Script/PhysicsCore.PhysicalMaterial’/FortWater/Materials/WaterSurface/WaterBody.WaterBody’”)
AttachParent=“WaterBodyOceanComponent”
RelativeLocation=(X=0.000000,Y=0.000000,Z=-10000.000000)
bNetAddressable=True
End Object
FortSplineWaterAudio=“FortSplineWaterAudio”
SplineComp=“WaterSpline”
WaterBodyComponent=“WaterBodyOceanComponent”
WaterWaves=None
RootComponent=“WaterBodyOceanComponent”
ActorLabel=“VK Waterbody Ocean C”
End Actor
End Level
Begin Surface
End Surface
End Map