Hiding a vehicle leaves its VFX and audio running, with no per-vehicle way to disable them

Summary

Release 41.30 added the ability to hide vehicle meshes through the Verse showable interface on fort_vehicle. This is more a missing capability than a defect: a hidden vehicle still emits its cosmetic VFX, wheel VFX, drift-trail VFX and engine/drift audio, and there is no per-vehicle way (in Verse or device settings) to disable these. Vehicle audio can only be muted globally for all vehicles, and the VFX cannot be disabled at any scope.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

  1. In a UEFN island, place a Rocket Racing vehicle spawner.
  2. Add a small Verse script that gets the spawner’s spawned vehicle and sets its showable Show value to false (the capability added in 41.30).
  3. Start a session, enter the rocket racing car so it becomes hidden.
  4. Drive and drift the hidden car.

Expected Result

A way to disable the vehicle’s SFX and VFX per vehicle, even if only via Verse code, so a hidden vehicle can be made fully invisible and silent while every other vehicle keeps its effects. A global toggle would not cover this use case; it needs to be per vehicle to not be limiting.

Observed Result

The vehicle mesh is hidden, but the vehicle cosmetic VFX, the rear-wheel VFX and the drift-trail VFX all still render at the vehicle’s position, and the vehicle sound is still audible. No per-vehicle API or setting exists to disable them. Today vehicle audio can only be muted globally for all vehicles at once, and the VFX cannot be disabled at all.

Platform(s)

PC (Windows)

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Additional Notes

Reproduced in UEFN 5.8.0-55979764 (Fortnite Release 41.30). Internal bug database reference, for matching any follow-up to our records: 8NGO0H.

The status of FORT-1132707 changed to ‘Needs Triage’. We are routing this to the appropriate team for investigation.