Every player teleport method has a different problem: invisible players, “Relocating…” screens, and broken rotation

Summary

Teleporting a player to a position and making them face the correct direction should be a basic, reliable operation. Currently, every method I’ve tested has a different problem. Switching methods just trades one bug for another.

1. Teleporter devices: players briefly become invisible to other players
After teleporting, a player can appear visible, disappear briefly, then become visible again. The teleported player’s own view looks normal, while other players see the issue.
In my tests, the player is visible for approximately 0.5 seconds, invisible for approximately 0.3 seconds, then visible again. It happens intermittently. See video. Also in a third clip you can see the builds are also invisible for the first second and then suddenly appear. This bug is specific to one of my projects and was introduced recently, I am still trying to get more info on this. It does not happen on launch session but it does happen on a playtest code.

2. fort_character.TeleportTo: unwanted “Relocating…” screen
Direct character teleporting triggers a “Relocating…” screen over longer distances. This interrupts gameplay and takes control of the visual transition away from the creator—even when we already have our own transition screen.

3. Scene Graph: movement works without relocation, but facing does not
I tested getting the character’s entity and moving it with SetGlobalTransform. In my tests, this avoids the “Relocating…” screen. However, setting the destination rotation does not reliably make players face the intended direction. Players appear to face one direction despite different destination rotations.

4. Intermittent incorrect facing after teleporting
There is also an intermittent rotation issue with teleporting: I supply the intended pitch, yaw and roll, but the player sometimes appears to face the wrong direction to other players.
Taking one small step corrects the facing. The player should not need to move for other clients to see the correct orientation.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

1 Start a multiplayer session with at least two players.
2 Teleport players between distant locations using a teleporter device, with a specified destination rotation.
3 Have another player observe their visibility and facing immediately after arrival. Repeat, since the issue is intermittent.
4 When facing is incorrect, move the affected player one small step and observe the correction.
5 Repeat the long-distance teleport using fort_character.TeleportTo and observe the “Relocating…” screen.
6 Repeat using fort_character.GetEntity and SetGlobalTransform, supplying the destination position and rotation. Observe that relocation is avoided in this test, but facing is incorrect.

Expected Result

Players arrive at the requested position, face the requested direction, and remain visible to other players. Teleporting should not insert an unavoidable screen into a creator-controlled transition.

Observed Result

Players sometimes become briefly invisible to other players after using a teleporter device. Their facing direction can also be incorrect despite supplying the intended rotation; taking one small step corrects it.
Using fort_character.TeleportTo over longer distances triggers an unwanted “Relocating…” screen.
Using Scene Graph’s SetGlobalTransform avoids that screen in my tests, but players do not reliably face the supplied direction.

Platform(s)

Any

Island Code

6570-5231-1418

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This video shows the bug where players end up with the wrong rotation. They do not face the way I rotate the teleporter devices to. In the video I press on w a s or d very briefly and it updates them to the correct rotation as you can see

Update: the invisibility issue also appears to involve stale emote animations.

Testing with two accounts on a desktop PC and a laptop using teleporter devices, no verse FortCharacter.TeleportTo or scene graph was used:

  1. On my main account, I performed the Summer emote during fight 1 (see video, it bugged with non tranversal emotes too, I think any emote will work).
  2. Several fights later, after teleporting to the POI, the laptop initially showed my character normally, then invisible for approximately 0.5 seconds.
  3. When my character became visible again, the laptop showed it performing that earlier emote—even while I was sprinting around with my pickaxe.
  4. On my main PC, everything looked normal. I was not emoting and could move freely.
  5. Switching weapons on my main PC immediately cleared the incorrect emote animation on the laptop.

The emote was performed several fights before the affected teleport, not during it. This suggests the observing client may be restoring an outdated animation state after teleporting, although I cannot confirm the underlying cause.

Distance may also be a factor.
I notice this more often after long-distance teleports, particularly when arriving in an area for the first time. Shorter teleports and repeated visits to an area seem less affected. It also happens much more frequently when observing from my slower, higher-ping laptop than from my desktop. These are observations so far; I haven’t isolated distance, loading, or network conditions as the cause. I suspect this might be related to the relocating bug since TP distance matters.

Please let me know if more footage is needed I am happy to help!

The status of FORT-1167372 changed to ‘Needs Triage’. We are routing this to the appropriate team for investigation.

On Higher ping teleporting seems bugged too: see this, the player did not tp to the fighting area but for his opponent he did