Summary
Not sure if this is a bug or feature, however I did notice a sizeable delay when using the End Round Device attached to a player counter device. I’d approximate 5 seconds.
I can not use On Last Player Standing due to the aspects of my game. So I decided that a work-around would be a Player Counter to count the players NOT on Team x. If this is = 0 (everyone else is eliminated) , it means that Team x wins. I then sent a signal to an End Round Device to award a win to Team x. I have this repeated for every team. This system works as intended, BUT with a noticeable delay. A delay long enough to turn players away from my map(s).
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Devices
Steps to Reproduce
Create an Inverse Team Player Counter to count when all others are eliminated, then send this signal on success to an End Game Device to award the win to the team. Publish this map and play with others.
Expected Result
The round should end as soon as the counter counts 0 opponents (on last elimination)
Observed Result
Everything works as expected, just with a constant (approximately 5 second) delay between the last elimination and the round ending.
Platform(s)
Created on UEFN, but the map has been tested on PS5, PS4, PC and Mobile.
Additional Notes
I attempted use a pulse trigger to make a loop to send a signal to a trigger at 180 bpm, so 3 times a second. The trigger would then compare the player count to the target. I thought by forcing the player counter to check continuously it would remove the delay, but this had no effect.