Decoy is triggering event On Exit from Volume Devices

Summary

Decoy was added to UEFN in Update v33.00 on 1st December 2024. I tested it right away and found out that I can not use it because when you throw it inside a volume of Volume Device, it is immediately triggering an event “On Exit” set for Players (and it is triggering it right away upon impact, not after the Decoy will despawn), which can break game mechanics of specific maps. I will mention just a few examples from my maps.

The settings are always:
Player Events Enabled: Yes
Vehicle Events Enabled: No
Creature and Wildlife Events Enabled: No
Guard Events Enabled: No

First Area = whole location with AI enemies is in the air in a volume of Volume Device with an Event “On Exit” which will cause that whole location will unload through Data Layer (and also some other functions will execute).

Second Area = AI enemies are inside a volume of Volume Device with an event “On Exit” which will cause that AI enemies will despawn (and also some other functions will execute).

Just a few minutes ago I created another scenario in my test map where I added new Volume Device. Then I added Guard Spawner and set its function “Despawn” to an event when Player will leave its volume (“On Exit”). When I enter it as a Player, enemy Guard is still alive and is fighting me and will despawn when I leave it. But when I throw a Decoy into that volume (it doesn’t matter if I am inside or outside that volume as a Player when I throw the Decoy or if the Guard is inside it or not), the Guard will immediately despawn after the Decoy will land in that volume.

It would be cool to use a Decoy to distract enemies in difficult fights or even make some game mechanics with it in mind (it is really cool addition to UEFN), but I can not include it in my maps right now because of the reason described above. And so far I didn’t test if it is incorrectly triggering also some other events.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

  1. Add a Volume Device and a Guard Spawner.
  2. Guard Spawner - set a function “Despawn” for an event “On Exit” from the Volume Device.
  3. Volume Device - set these settings: Player Events Enabled: Yes, Vehicle Events Enabled: No, Creature and Wildlife Events Enabled: No, Guard Events Enabled: No
  4. When playing throw a Decoy into that volume.

Expected Result

When you throw a Decoy inside a volume of Volume Device, it should not trigger an event “On Exit” when it is set that events are enabled only for a Player.

Observed Result

When you throw a Decoy inside a volume of Volume Device, it is triggering an event “On Exit” immediately upon impact while it is set that events are enabled only for a Player.

Platform(s)

PC

Island Code

7121-1251-3865

This is still the issue after update to v36.00. I just tested it and Decoy behaves the same way in volumes of Volume Devices as when I created this thread in January.

Please fix it, because Decoy is useful item and I would like to start using it in my maps.