I have a map I built in UEFN, and thought I had fixed all issues before publishing. However, when I published the map (2647-3639-6403), the game ends after the first round. This did NOT happen when in the UEFN edit session.
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Island Settings
Steps to Reproduce
A map with Last Standing Ends Game, and 10 total rounds. I also have a small system to choose teams and weapons in round 1. This simply changes the class of the players to spawn in different class spawn pads from round 2 onwards.
Expected Result
I would expect the game to work as it does in the editor, where after round 1 ends, round 2 begins.
Observed Result
The game ends after the first round. This is unexpected since the game works flawlessly in the editor. All end game system is enabled, such as a the return to lobby button, and the Final Score Scoreboard. It is curious how underneath this UI, I do see the “Loading Next Round…” faded behind the UI. This is in the attached screenshot.
I did have a feeling that since I only test my map with 1 player in the editor, that when I publish, I would have to test with 4 people, just incase an error does occur. This did happen, but I am confused since this does not seem to be tied to the amount of players in the match. The issue is that the match ends after the first round and round 2 is not started.
Any help rendered will be greatly appreciated and I would be happy to provide any additional screenshots and information, if requested.
I did read the forums for similar issues related to this before I posted.
No, I do have the Match Point Setting enabled. The only Win Condition I have enabled is the Last Standing Ends Game Enabled.
Yes, I do have more than 1 player per team, as it is a 2v2 map. I would like to state that this is my first time making a map with more than 1 player per team.
I assign players to different classes and teams during a choose your teams and loadout session at the beginning of round 1. They are then sent to the arena to fight at the end of round 1, and when they die, round 2 should be triggered. I used different classes since these stay between rounds.
I have attached the settings I think would be relevant to this discussion.
I do reinstate that my game works as intended in the playtest session, but not in a published map.
I just figured out why my map isn’t working. I am unable to test it right now due to the update for the new season, however i am 99% sure this is the issue.
I used classes to assign spawns for the various rounds. However, I missed the fact that teams are reset after round 1.
This means the following - During the edit session, the game runs with only 1 player, so when the other team has none, this is fine. It lets me go through with the edit session. When i do hop into the different teams during testing, it works fine and I do spawn at the correct locations for each team.
However during proper gameplay on a published island, since all teams are reset on round 2, this triggers the End on last standing. Hence, my game ends after the first round since there is no next team to fight.
I do reinstate that this is just a theory, and I will certainly look further into this issue later, once the update pushes through and I can begin editing again.
I would appreciate a second opinion on this theory.
Yes I think the match point setting would be ending the game after 1 round when there is only 1 player. But thats just one aspect of the issue
What your doing looks good.
I think your theory is a solid observation. The workings of the Last Man Standing setting cause a few issues according to many posts, I think these issues arise because the Last Man Standing setting is designed to work within a certain scope and once a creator makes a system that steps outside that scope, things go funny.
The only problem is what is that scope ???, its all guesses, how it functions is undocumented and only known by using it enough to find out what it likes and doesn’t.
The solution is often to not use that setting and create your own system with devices to give yourself more control over whats going on.
How do you feel about turning off Last Man Standing and using devices to make your own last man standing system ?
I should be able to point you in the right directions for everything you need and answer questions until you get it functional
Tring to bypass the Last Standing Ends game mechanic would be my next project. I already have a system in mind. My guess is to use a player counter with zone enabled over the play area. This would be set per team and would compare to a target of 0. Once the count of a team reaches 0, it will award the win to the other team and end the round. I would then use a tracker to track team wins and finally use an end game device to end end the game. If this doesn’t work I will look on the internet for any tutorials.
I am still curious about the theory i suggested. I will test everything and deliver findings later.
For the round win, consider 2 end game devices, set to end round and 1 for each team to award the win to. The player counter reaching 0 activates the other teams end game device.
Thank you for this. This is the solution I’ve been looking for. I think that the reason Last Standing doesn’t work is because there are teams with no players going into round 2. Hence I’ve used an invert team player counter to check for the win.
This Invert team counter works, but with slight issues.
The problem is there is a noticeable delay between eliminating the last player and round ending. The round may end up to 5 seconds after the player counter device succeeds. I have seen some forum posts describing a similar issue, so I would do more reading and attempt to fix it.