Health powerup functionality inconsistent again

Summary

Health Powerups, health_powerup_device, have a problem that causes them to be visible in-game without them being active. This bug was previously marked as “Fixed” in version 40.00 (See: FORT-936608), but is still occurring.

No amount of Despawn() via Verse or direct event binding can cause the “fake” powerup to disappear if it isn’t actually active. Its visibility is also inconsistent across multiple player’s screens; some players will see the powerup and some will not. The graphics settings of the players does not matter, tested across both PC and Switch 2, with both devices seeing and not seeing the same powerup device.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

Place a few health_powerup_device into the world.
Set “Spawn on Minigame Start” to False
Set “Respawn” to False
Add these health_powerup_device to a Verse device array HealthPowerups
Via Verse or direct event binding, have some health_powerup_device spawn in over time.
Check HealthPowerup.IsActive for the HealthPowerups array.
If(HealthPowerup.IsActive): Print(“active”)
else: Print(“not active”) for each.

Expected Result

If there are 20 health_powerup_device and 3 get spawned via a Verse loop, 3 different health_powerup_device will be visible to all players within the session. The “active” count of health_powerup_device printed to the log should match the amount of visible health_powerup_device. In this example both the visible amount of health_powerup_device and active count of health_powerup_device is 3. All health_powerup_device should grant the specified health effect when the player interacts with it. All players should see the same amount of health_powerup_device within the same world.

Observed Result

More health_powerup_device will be visible than the log’s printed “active” amount.
Example: 4 visible health_powerup_device but only 3 “active” printed to log.
In this example, 1 of the health_powerup_device in the world will do nothing if the player attempts to interact with it.

Platform(s)

Tested on PC, Switch 2, Switch

Upload an image

Additional Notes

This has been a bug for over a year and I have never witnessed it being in a fixed state. Every possible combination of device settings, such as “Spawn on Minigame Start”, “Selected Class”, “Selected Team”, and “Who Can See This Powerup” do not fix these issues.

The status of FORT-1178096 changed to ‘Needs Triage’. We are routing this to the appropriate team for investigation.

Hi @Rue!

Could you try to replace the affected devices after the release of 40.00? If no, you should try that first. If that doesn’t work, we’ll need your island code or project ID to investigate. Thank you!

Hello Flak!

After extensive testing, unfortunately replacing the devices directly has not fixed the issue. However I have since learned some new information that might help in fixing this problem.

  1. The issue seems to be related to draw distance / view distance in some way. Placing a lot of the health_powerup_device very close to each other or within a small area does not cause the bug to happen; it only seems to happen when they’re spread further apart.
  2. There does not need to be ANY logic that tells the health_powerup_device to spawn, and it will still become visible anyways. As a test, I disabled the Verse device that spawns the health_powerup_device and eventually all of them became visible eventually, with most of them appearing at the same time. They all have no collision and provide no effects.
  3. I tried creating a brand new Verse device. I copied all of the code from the original, and re-linked all of the Creative devices (with newly placed health_powerup_device) and the results did not change.

The current Island code (0962-6377-1432) is really outdated, I think the Project ID is: 495b123b-4345-ffde-fa9f-858f97f13048

Thank you for your attention to this matter!

(Also: the game requires 2+ players to start and the effect of this bug is best seen in “Map 1”, you can disable Map 2 and Map 3 via the switches.)

Thank you for the info, passing this along.

Also running into this issue.

Ran into it over a year ago and ended up routing the health pick ups through a collectible. Knew they had a planned fix in a future update but never checked up on it.

Looking to create a pick up system and running into the same issue so im guessing it was never fixed.

I think Rue could be onto something with the draw distance. I currently have a mini test set up all in close proximity.

My set up is 8 spawn locations and verse device set to randomly spawn 5 out of the 8. Once one is picked up, another will respawn in a new location.

Upon round start everything seems to be ok if i spawn within a certain distance of the test set up, if i spawn far away then all 8 health pick ups show their mesh. If i do spawn close and they show as intended as soon as a run away far enough they will all come back.

In my attached photo,

You will see all 8 health show with 3 of my other coins in other locations. This means that only 2 of the health pick ups will be active, once they have been picked up then the system will set new locations for 2 respawns. Only once health pick up gets chosen in a different slot will that previously ghost health pick up become active, eventually once this happens enough all the ghost pick ups will become active but as soon as you spawn or run far enough away they will all come back again.