Summary
After playing a cinematic sequence device which has “Finish Completion State Override” set to “Force Keep State”, if a player joins the round in-progress after the sequence has played, they will still see the initial state, instead of the end state, even if another player is interacting with the Actors in the sequence.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Devices
Steps to Reproduce
- Create a Level Sequence that changes the Z-position of an Actor.
- Create and add a Cinematic Sequence Device. Set the Sequence to the one you just made and set “Finish Completion State Override” to “Force Keep State”.
- In IslandSettings, set Join in Progress to “Spawn” and make sure at least 2 players can spawn into the island.
- Start the session in UEFN or as a private playtest with 1 player. Trigger the cinematic somehow, and make the player walk on top of the Actor that was just animated.
- Join with a second player. They’ll still see the Actor in the original Z-position, and they’ll see the first player floating in the air. More buggy behavior will occur if the second player walks near the first player.
Expected Result
The cinematic should be synced for both players.
Observed Result
The second player will still see the Actor in the original Z-position, and they’ll see the first player floating in the air. More buggy behavior will occur if the second player walks near the first player.
Platform(s)
PC
Island Code
6593-1124-0217
Additional Notes
It’s not in the publicly released version of the map, I tested this in UEFN and private playtest.