Day Sequence Device "Fade In" Not Replicated for Join in Progress Players

Summary

If you are using a day sequence device with the Fade In/Fade Out functions, the effects of these functions will not be replicated for players who join in progress into the game after they are called.

If you call “Fade In” on a day sequence device, and a player joins the game after, that player will not see the effects of that day sequence. This is very similar to the cinematic sequence issue with “Keep State” for join in progress players. Reports of this issue can be found here (still unresolved):

I imagine Fade Out would have similar replication issues, but I have not confirmed.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

  1. Have a Day Sequence device in the level that is not based on volumes (infinite extents), and is disabled by default
  2. Include a way to trigger “Fade In” on the day sequencer from inside the game
  3. Have Player 1 start the game alone, and trigger the Fade In
  4. Player 1 observes effect of day sequence device
  5. Have Player 2 join in progress
  6. Player 2 observes no change to time of day or sky

Expected Result

Join in progress players will see the effect of day sequence devices that have called Fade In before they joined.

Observed Result

Join in progress players see no difference to time of day or sky in games where Fade In was called on a day sequence device before they joined.

Platform(s)

ALL