How do I make my game wait for other people to join?

My Fortnite creative published version is letting me into the game without any other teams to fight against. There’s supposed to be 4 teams. I thought I was publishing a private playtest, but Fortnite published it right away, and even though there’s no one else queing in, it’s letting me into the game. How do I make it wait for other players to join?

So I published a playtest of my map, which also put out a live version that can be searched in Fortnite. The lobby/in-game spawn pads work great, the item granter works perfectly… But while in the lobby, the waiting for other players countdown ends and I’m spawned into the arena without anyone else to play against. I have the Wait For Other Pllayers option checked, but the game still just starts. How do I prevent this from happening until other players join?

By default you CAN’T have an infinite pre-game till a certain amount of players join, if it’s paramount the game doesn’t start if there aren’t enough players, make custom logic with Verse or DEB that checks how many people there are and have it not start the game till it’s reached

What’s Verse and DEB? This sounds like my solution.

I found Verse in the Debug menu, so I’m assuming DEB is Debug? I switched them on, and I’m guessing the Logic is the area where I define the max players and whether or not to wait for max to start. I have all that set, so I saved and published but it’s still letting me in before anyone else joins. I know there’s probably no one trying to matchmake into the game yet, but shouldn’t it still force the wait in a public match? Can I send you an invite to come into my map, so you can see what I’m doing wrong?

My bad, DEB stands for Direct Event Binding. It’s how you connect devices together and verse is the programming language of fortnite essentially

The trigger device has a category called, Activate On Game Phase, with a selection for, Waiting for players. Would that do it? Or would I have to connect it to another device?

That just triggers a trigger, Pre-Game phase WILL finish after the max of 90 seconds there’s no avoiding that, I’m sry but the solution is to try to make your “own” pre-game in your map and when YOU decide criteria are met you will need to start the game by teleporting players to the correct spawns, giving loadouts spawning storms etc etc

Could do something like this.

mgr_game := class(creative_device):

    @editable MinimumActivePlayers : int = 4

    RoundEndedEvent : event() = event(){}

    OnBegin<override>()<suspends>:void=
        GameLoop()

    GameLoop()<suspends>:void=
        loop:
            AwaitMinimumPlayerCount()
            StartRound()
            RoundEndedEvent.Await()

    StartRound():void=
        block{}

    AwaitMinimumPlayerCount()<suspends>:void=
        loop:
            Sleep(1.0)
            ActivePlayers := 
                for:
                    Player:GetPlayspace().GetPlayers()
                    Player.IsActive[]
                    Player.GetFortCharacter[].IsActive[]
                do:
                    Player
            if(ActivePlayers.Length >= MinimumActivePlayers):
                break