I made a custom respawn system which works great in UEFN testing, but when i publish to a private island, the respawn system stops working. I have a video showing the difference in behaviors. The first death being from a uefn session, and the second being from a Private Island.
When the player dies to another player, they should be taken back to the orininal starting area, inside of the building, which happens when launching from UEFN, but this isnt the case in Private Islands.
Its important to note that in the Private Island, you can see that the player spawns inside of the building for a frame or 2. So the spawn system is working, but something else is moving us afterwards. Any help would be appreciated.
I don’t know verse, but have you allowed for the UEFN session not having a proper pregame phase, which the Private Island has.
Neither UEFN nor Private Island has a pregame phase, but that makes me think that theres more settings specific to non-testing lobbies. Thank you!
I had a similar issue: I had spawn points on a moving platform that worked great in testing before publishing, but completely failed after publishing (evidently much of Fortnite ignores moving objects, unlike Unreal1 which handled it beautifully twenty years ago).
I had to write a custom device with an array of my spawn points, then whenever an actor spawned on one of those spawn points, I’d teleport them to take into account the movement of the spawn points.
Even if you do not have the exact Issue I had, you can use a custom device capturing actor spawns to print out some useful debug messages.
@Klught2.0 Thank you for your report! Can you please re-post using the “New Issue” option on the Issues and Bug Reporting forums? Posts with this feature are connected directly into our development team so we can quickly get to them!
For more information, such as how to get the reference ID, please check out the article here: https://create.fortnite.com/news/using-the-creative-and-uefn-bug-reporting-form
This is similar to what i have. i have a spawn system that i made which replace player spawns.
The issue is fixed now and the solution was making player spawns for every team event if the spawn points are never used. If the players team doesnt have a valid spawn point when they die, they spawn in the sky.
Im not sure why this doesnt happen when testing in UEFN sessions, but im just happy its fixed.
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