Game ending after round one

Summary

I have a 3v3v3v3 game that is set to 30 rounds. It has “Last Man Standing Ends Game” turned on and ends the round when there is one player left. The problem I am facing is that when testing a game in a UEFN session, all 30 rounds are played with no problems. However, when playtesting in a private version, the game ends after the first round. Note, I have tried disabling “Last Man Standing Ends Game” in island settings and tried the “Last Man Standing Override” setting in the round settings device, but it has the same outcome.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Other

Steps to Reproduce

Go into a UEFN session and test the game with a teammate.

When the game is started, get into different teams.

One person needs to get eliminated, and the last team will win.

Then the round will end as it should, and the next round will start until 30, as it should.

Then go into the private version uploaded to the creative portal and repeat the same steps. This time the game will end after the first round, which is different from the UEFN session and is a fault.

Expected Result

The last person/team alive will win, and all 30 rounds will be played until the game ends at 30 rounds.

Observed Result

Game ends after first round

Platform(s)

PC, UEFN

Island Code

1964-6907-0056

I’ve just started having this issue also maybe its a bug?

1 Like

I am starting to think that. It should be working the same in both of them

The last man standing in island settings and round settings device is bit limited and hard to test, the best way is to use player counters (at least 1 per team) and an end game device set to end the round.
Using the functions and events of these devices with each other, lets you customise the behaviour.
Starting out it can be a little tricky to get right with multiple teams, but once you start out it will be worth it.
You can also add different devices to the mix
To provide a better experience, adding another player counter to not start the main last standing counters until a second player joins.
or for playtesting, a button to start the counting.

To deal with multiple teams, using a couple of trackers between the counters and the end game device works. A tracker for each counter, that completes when its counter counts 0, and an additional tracker with a target of number of teams - 1, to count the completed trackers and activate the end game device.

Have a play around with them and post back

2 Likes

Thank you for your suggestion!

I actually tried this before but ran into the issue that the round didn’t end fast enough, so the player could die to the storm or fall damage before it had time to end.

Do you have any suggestions with the last man standing setting?