CRITICAL: Using Respawn() On The Agent Object Causes Movement Bug That You Can No Longer Jump Properly

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Verse

Summary

This is very simple to explain and reproduce. The problem is that if you try to use Respawn in verse after a player is eliminated then their jump height will be reduced.

Steps to Reproduce

Create a new project using the blank template that has 2 spawners. Put in the following code in a GameManager file:
using { /Fortnite.com/FortPlayerUtilities }
using { /Fortnite.com/Devices }
using { /Fortnite.com/Game }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }

GameManager := class(creative_device):

@editable
P1Spawner:player_spawner_device = player_spawner_device{}
@editable
P2Spawner:player_spawner_device = player_spawner_device{}

OnBegin<override>()<suspends>:void=
    P1Spawner.SpawnedEvent.Subscribe(OnSpawn)

OnSpawn(Agent:agent):void=
    if(FC:fort_character = Agent.GetFortCharacter[]):
        FC.EliminatedEvent().Subscribe(OnEliminated)

OnEliminated(EliminationRes:elimination_result):void=
    ElimChar:=EliminationRes.EliminatedCharacter
    if(Agent:=ElimChar.GetAgent[]):
        spawn:
            RespawnPlayer(Agent)

RespawnPlayer(Agent:agent)<suspends>:void=
    Sleep(2.0) #this timing does not matter, set it to 0.5 if you want
    Print("Respawn player")
    Agent.Respawn(P1Spawner.GetTransform().Translation, P1Spawner.GetTransform().Rotation)

Then simply start the game, jump around, build a wall if you need a height “stick” to compare to. Then respawn and try the same jump. You’ll see the jump height is reduced.

Expected Result

Jump height should not change

Observed Result

Jump height is reduced by about 10% I think

Platform(s)

UEFN, PC

The status of FORT-727313 incident has been moved from ‘In Progress’ to ‘Ready for QA’. Resolution Reason: ‘Cannot Reproduce’

1 Like

It is also important to note that this only applies when the movement in island settings is set to current br, and it occurs after the 2nd respawn. If set to Ch 4 movement, then this does not occur, but a new bug occurs. On Ch 4 movement, when strafing in reverse, you will experience hitching.

1 Like

When you’re able to, can you share media of the height difference you’re seeing? Thanks!

EDIT: OP shared media on another forum post here:
https://forums.unrealengine.com/t/join-in-progress-causing-server-lag-hitch/1778419/5?u=vath

I hadn’t realized I posted in the wrong bug report. Sorry about that, here it is again:

1 Like

This is not fixed in 29.20

1 Like

This is still an issue with 29.30 with Chapter 5 movement. Any update on this bug by chance?

This is still an issue as of today. Impossible to jump until the player manually choose respawn