Island Settings Not Fully Applied on Initial Spawn in UEFN 36.00

Since the 36.00 release of UEFN, I’ve noticed that when launching my island or pushing changes, the player frequently (if not almost always) spawns as if some Island Settings haven’t been applied. Respawning sometimes fixes it, but not consistently.

Issues include things like:

  • Infinite ammo weapons requiring reload
  • Ammo dropping due to being maxed out (e.g., 2B ammo)
  • Pickaxe range being incorrect
  • The build menu appearing even when disabled
  • Etc.

I haven’t seen others mention this, so I’m wondering if anyone else is experiencing it, or if it’s just me.

Just to add: this doesn’t seem to happen when I publish to a private version - the published map appears to run correctly, at least from limited testing. The issues seem isolated to the UEFN session version of the island during launch or live edit sessions.

I’ve been seeing similar issues since 36.00 as well. Seems like session-based testing in UEFN isn’t consistently applying Island Settings.

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Yeah, another giveaway is when you start in-air, or at the spawner, but char drops through floor.

Possibly related side-note - You can’t trust OnBegin() to actually be ready - always put Sleep(0.0) as your first line in a verse device.

I suspect this has all gotten worse with v36.00 too - 50% of times my creative_device’s GetSimulationEntity[] succeeds, but returns nothing usable. I will probably start it with a 1-second loop until there is a usable base_entity in my new maps.

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