Critical Systemic UEFN Client Corruption: Missing Events/Sequencer UI & Teleporter Agent Data Failure

Summary

Hi, I am experiencing a persistent, critical editor bug that has blocked development for months. The issue is confirmed to be client-side corruption that prevents the execution of complex timed logic. I’m trying to get a player to teleport whilst driving a boat from one side of the mountain to the other but am dealing with a lot of problems.

I require specialist intervention to fix my local UEFN installation files.

The core issue is that the UEFN client is failing to transmit the Player Agent ID on event signals, and the primary tools used to enforce timing are permanently missing or blocked.

The project was restored from a clean URC checkout, proving the bug is not in the project file but in my local editor installation.

Evidence of Corruption and Failures
The bug manifests across three key areas:
A. UI Corruption (Missing Tools)
The editor UI is permanently missing crucial functionality, preventing the setup of necessary logic:
Missing Events Panel: The + button to add forward bindings on any device (like the Trigger) is completely gone.
Missing Delay Options: The pencil icon used to set delays on forward bindings is missing, making precise timing impossible.

B. Logic Failure (Teleporter Device)
Despite backward binding all logic, the crucial player movement consistently fails:

Working Components: Signals sent from a Trigger/Mutator Zone successfully activate Destroy Vehicle and Respawn Vehicle functions on Boat Spawners.

Failing Component: The Teleporter Device consistently fails to execute the Teleport command.

Conclusion: This proves the Player Agent ID (who to move) is not being transmitted with the event signal, as the Teleporter is the only device that requires this data to function.

C. Workaround Blocked (Level Sequence)
To bypass the timing and Player ID failure, I attempted the Level Sequence workaround, but the necessary functions are blocked:

When attempting to add the Destroy Vehicle function via the DestroyVehicleReceiverComponent track in the Sequencer, the function is inaccessible and cannot be keyframed through the UI.

  1. :white_check_mark: Final Isolated Diagnosis
    I have exhausted every known workaround and debugging step:

The only fix is a repair of the underlying client files (e.g., config, registry, or local AppData) that govern the data transmission integrity and UI rendering of the editor tools.

Any guidance or assistance on how to resolve this deep client corruption would be greatly appreciated. Thank you.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

UI/Tools

Steps to Reproduce

his sequence uses simple backward binding (the only functioning binding method) to isolate the failure to the Teleporter’s data reception.

Place a Trigger Device, a Boat Spawner (Entrance), and a Teleporter #1 (Entrance).

Set the Teleporter to an active Group/Target.

Bind the following functions backward to the Trigger’s On Triggered event:

Boat Spawner (Entrance): Destroy Vehicle

Teleporter #1 (Entrance): Teleport

Launch a session and drive the boat into the Trigger volume.

Expected Result

This sequence uses simple backward binding (the only functioning binding method) to isolate the failure to the Teleporter’s data reception.

Place a Trigger Device, a Boat Spawner (Entrance), and a Teleporter #1 (Entrance).

Set the Teleporter to an active Group/Target.

Bind the following functions backward to the Trigger’s On Triggered event:

Boat Spawner (Entrance): Destroy Vehicle

Teleporter #1 (Entrance): Teleport

Launch a session and drive the boat into the Trigger volume.

Observed Result

The Boat is destroyed, but the Player just falls out of the boat

Platform(s)

PC

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Additional Notes

feel free to ask for more clarification and thank you so much for your help!