The Entity.RemoveFromParent()
function is not fully deleting entities or their child entities, and this is preventing the map from properly engaging.
What we’ve noticed is that, even when the map reaches good player peaks, it can’t maintain them because RemoveFromParent isn’t working correctly. The issue doesn’t affect players already in the session — they can keep playing normally — but it freezes the lobby and causes “Network Connection Lost” errors for new players trying to join.
This can be clearly seen in the player graph — even when the map peaks at 1500, 800, or 600 players, it can’t sustain those numbers.
During development, we noticed that the issue was likely related to child entities not being properly deleted, which caused the “Network Connection Lost” bug to appear much sooner (after about 15–20 minutes of session time). Once we discovered this, we changed most of the systems that created children under entities.
For example, before, we used to create a mesh plane and a material to display information above characters and attach them directly to the character’s entity. To fix this, we started placing the mesh and material inside a creative_prop
and managing them manually, outside the entity. These changes initially seemed to solve the problem, but after publishing the map, it turned out that they weren’t enough.
Map Code: 2647-2544-2692
Below is an image showing the player peaks data taken from fortnite.gg.
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