Summary
I was lead to believe selecting group=none would put us outside the alphabetical limit. However, my newer teleporters aren’t working. I believe it’s 34-38 of them, I’ll correct this number later. Verse is useless for diagnosing because if they kill me they attribute it to something else (worthless, wrong info) and if they do nothing they say nothing at all (useless, typical lack of self-flagging or saying where it hurts or proactivity in anything y’all know is gonna break/conflict/self-contradict but won’t flag or tooltip or document).
Is there an undocumented teleporter limit?
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
Place a seemingly-normal number of teleporters in violation of no documented limit. Place them in valid places, if underground then in an underground volume with a landscape or mesh with collision or above ground with the same, either match inverse groups eg A to B and B to A and link targets, or set groups to none and deselect link targets and use events to TP (in all cases all other settings default), or any other known working settings configuration (none resolve the apparent block). Attempt to walk through them delusionally expecting to spend your day building awesome stuff and not diagnosing something goofy and unnecessary that might be a total impasse for your project…
Expected Result
Teleporters work correctly/at all or their completely-too-low limitation at least be documented somewhere and ideally self-flagged in the editor (almost nothing does, though it is standard).
It would be ideal also if things actually said where they hurt such that Verse could assist with diagnosing them or logs had any diagnostic value.
Observed Result
Newer teleporters… and now I think since I’ve been messing with them some older (maybe not older but recently-replaced; it’s hard to keep up with all the deletions I never authorized once let alone in cycles*) do not work. They killed me at first, but I might separate that cuz that might have been user error or before I started diagnosing. Now, new TP’s consistently do nothing. The settings are all fine, I’ve used exact clones of other working TP’s, manually set exact same settings as working TP’s, moved out of underground volumes, it’s not user error and if it is it’s only possible because of garbage UI).
*More accurately than “messing with them”: your editor deleted a few of them without instruction or permission–I suspect connected with how Lore can’t sync even one user, keeps forcing re-deletions of most my class designers/accolades/team settings every memory calc.–see bug report 2735306).
Deaths were wrongly attributed to falling or nothing instead of the actual error–again maybe user error but now new teleporters that should be teleporting fail to say why they aren’t and just do and say nothing (are undiagnosable).
Bare-min. documentation, self-flagging of known contradicting and allowed-but-disallowed settings, any kind of proactivity against known self-contradictions/conflict/schizo design, are all virtually entirely absent from this engine, which combined with UI improvement (overhaul) would be the most valuable cost-savings, user-attracting, creativity-enabling investments Epic could make, which would serve literally every person and every person’s wallet watch and sense of wonder versus what the actual… who touches this engine.
Platform(s)
PC; Windows 11 Pro
Additional Notes
I see somebody posted about this in 2023 and nobody got to replying to them. To be fair, had I read their post, I would have just commented, “can’t you just set group to none to get outside that limit?” But my TP’s are broken for no reason a user could be expected to discern, even with Verse script assisting.
If this is the limit, this platform’s provisions would be severely less than the needs of my intended project’s designs, so this is an impasse until I figure it out. I hope to find otherwise! If it is please at least save people massive time waste by simply documenting it and getting it to self-flag in-editor (“you’ve already placed max teleporters/guard spawers”–the absence of self-flagging is incredibly substandard, not to be mean at all but factual) until it can be hopefully improved, and please do consider improving it because so low a limit as under 40 or 50 TP’s would be blocking a lot of seemingly super-basic stuff and that doesn’t seem necessary for performance? Is there a block to how many times I can teleport someone/thing via Verse or am I going to hit actual performance problems invoking that a seemingly-normal number of times?