In my case the root cause was a cinematic sequencer device that I used to move an object over time. I think they introduced some kind of problem in last server update. Do you have this device in your island?
UPDATE: I tested with a new private version, it seems that it bugs for the first 3 rounds, everyone suicides then the other rounds run smoothly!
I’m on round 10 and it has been working fine since round 4. I’m not using any persistent data (despite items in inventory) nor any custom round system. It’s vanilla!
Also, I just noticed that after those 3 rounds, some devices stop functionning, at the moment, all my easter egg devices stop working starting from the 4th round, some prop manipulators (always the same) stop working too.
I’m gonna investigate more, but this is really strange, I don’t seem to be getting any strange logs also…
@im_a_lama Thank you for your report! We would like to look into this further, would you be able to submit a bug report using the form available here: Fortnite Creative
I’m going to suggest a couple of things here based on issues I had to address with some of my creations (FNC) after 25.00 patch. The issues for me in the end all came down to the islands changing from channels to Direct Event Binding (DEB). If your islands were already DEB before 25.00 then probably these suggestions may not help you at all but you never know.
If you are using any sequencers on you island that you know should only get triggered once per round. Make sure in the sequencers settings its set to only trigger once and ignore any other triggers once its already started. I personally have seen sequencers firing on island/round start more then any mechanics set them to fire.
I had to make some changes with timings with perception triggers as mechanics using them appear to operate differently than under the channel system. This is a hard one to say for sure where the issue was for me but I was was seeing a situation where I had a perception trigger teleporting a player and then disabling its self once the player reached the destination. The issue here was the trigger was ending up teleporting/counting more players than I wanted (only 1). If your using perception triggers make sure they are still operating as you intended.
If you are using class selectors right off spawn to trigger any event after a player changing class, add a delay of 1 second (or more) until the class change happens. I have seen situations were the event can be sent from the class selector before the device receiving it is set up fully to receive it (so the event is never received). This can cause all sorts of issues depending on your mechanics.
I’m gonna try it but it would be strange, since the bug only lasts for 3 rounds, it disables some devices after those 3 rounds, I don’t have any sequencer that moves object, and my ping increases as my server tick rate goes down.