Yeah I swear to god, it’s still happening and a lot of players who enjoy my map literally leave the game because of this bug. They literally does not seem to care about that one. I’ve tried everything, recreating the data layers, sequencers devices, sequences etc etc. NOTHING has fixed the issue while I thought so.
Hey Epic, This is still an issue, it’s been on the list since September, can we get an update? The work around I mentioned earlier worked on 2 out of 3 of our maps. It didn’t work on the third, map is not really played so I did not try the work around, until last week and it did NOT work. So if you could please hurry this one along it would be appreciated. For us the Initial Load of the Data Layer is okay, The Unload after the first load appears to be clean, subsequent DL loads are wonky. Sometimes they appear, sometimes partially and sometimes not at all, but sometimes when invisible the collision is partially there. You can stutter through the partial collision. But you cant shoot through it.
I don’t think with just both of us commenting they will even care about lol
Yeah this issue also occurs on my island. Pretty much making any island that’s dynamically loading and unloading data layers unusable.
@Bug-Reporter any recommendations on how to mitigate or workaround this issue?
@ZeroShotBob @Esphynox Did any of you know at least a way to “detect” it? I really can’t reproduce it in my dev sessions. I’m asking so I could give a player a way to teleport or skip the round in my case. Please Epic seriously it’s been months it’s ruining my map.
Not sure if this is related or not, but the collision issues also occur with the prop manipulator on certain assets that become invisible. My workaround was goto the asset(s) and uncheck ‘streaming’, and that seemed to resolve it, at least of the props that I used anyhow.
@Flak Could we please get an update on this? It has been on the todo list since September and it is still an issue.
I do agree.
I wonder when we will get a fix for this.
I’ll see if I can get status today.
Omg thank you Flak ![]()
Thank you so much!!!
Still checking!
This was scheduled for 40.10, see below for update.
Okay, thank you so much for the insight!
This has been driving me insane for months – lol
Thank you for the update, much appreciated!
Hey, been dealing with the same issue and stumbled on something interesting.
Having streaming disabled on your map seems to break the data layer activate/unload/re-activate cycle with native FN assets.
Just enable it or if you don’t want to enable streaming, open your sequence in the sequencer, right click on the data layer track → Edit Section, then uncheck Flush On Activated
Did you make tests? What does this option turned off do?
Yeah tested it across multiple cycles
So basically the tooltip says “Determine if we need to flush level streaming when data layers are activated. May result in a hitch” , when it’s ON it forces a sync streaming flush every time a data layer activates
What I found is that if you have streaming disabled on your map, that forced flush seems to conflict with Keep State on repeated cinematic plays, causing native assets to fail loading every other cycle (1st load fine, 2nd broken, 3rd fine etc.).
Not 100% sure on the internal reason but the pattern was very consistent in my tests
