Hollow Cylinder Barriers?

Hello,

I am new to creation in UEFN and Fortnite Creative in general, long story short, I am making a level and I want to restrict the players to a certain boundary.

I’ve found Barrier Device’s Hollow Box option useful, but a Hollow Cylinder would be even more useful in this situation.

Is it possible to have a “Hollow Cylinder” for a Barrier or is there another workaround for restricting the players in a Hollow Cylinder-like shape?

Thanks!

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Heya,

You will have to build a cylinder.
Pick your Polygon, use trig for location and angle

So if an Octagon is suitable and the hollow box is big enough for your needs, make the hollow box, centred at 0,0 (for easier calculation).
Select one of the hollow box walls it may be located at 128000,0 Copy it,
Using trig for 45 degrees, sin & cos gives us 0.707 for the x&y
0.707 x 128000 = 90496
change its location to 90496, 90496 and change its rotation to 45

Copy and Paste to the other 3 locations to the various +/- 90496

I aspire to understand the last half of your post Canary :wink:

On the topic of custom hollow shapes, this reminds me of a similar post I made. (No Trigonometries involved :triangular_ruler: )

The UEFN collision default is ‘Use Complex (actual geometry) as Simple’ , so the shape you make should act as a barrier without needing to change any other collision settings.

So if an imaginary line from centre of map to a side of a box is a certain distance. say a distance of 1 then the coordinates of the centre of the wall could be x=1, y=0,
then when the box becomes an octagon the distance to a new 45 degree wall should also be 1, which makes the walls centre coordinates x= 0.707, y = 0.707

With a centre at 0, all coordinates are similar values but with different + or - depending on the quadrant its in the xy plane

otherwise blah blah blah something about Pythagoras blah blah

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I hope Epic Games adds hollow cylinder barriers in a future update because the workarounds are buggy. As a workaround, I used a Cinematic Sequence Device set to “Instigator Only” with “Force Keep State” enabled to move a makeshift barrier object.

However, this led to a couple of issues:

  • If a player has already purchased the relevant upgrade, I want the barrier to be down immediately upon joining the game. Triggering the sequence right as they join via GetPlayspace().PlayerAddedEvent().Subscribe(AddPlayer) doesn’t apply the change for that player—it seems to ignore them entirely.
  • When using the sequence to move the makeshift barrier far out of the map (to effectively “remove” it), and then running a separate sequence to move a different barrier, the original makeshift object sometimes reappears in its old position. It’s visible but intangible (players can walk through it), as if the game doesn’t fully unregister it.

These glitches make the workaround unreliable, so native support for customizable cylinder barriers would be a huge improvement for creators!

Are you finding the add/remove player from the barriers ignore list unreliable for your situation ?

you can also use scale to shrink the Up of the barriers instead of moving them