I’ve created a Fortnite map that uses the RR_Vehicle device (so I’m NOT making a Rocket Racing map, this is a Fortnite experience) that was close to release, and the vehicle no longer works as expected as it completely ignores all set parameters of the RR device (top speed, acceleration, drift, braking, etc).
It obviously worked before while I was creating the map and testing it in Edit mode.
Now, when playing it in Edit mode, the vehicle settings are ignored.
I’ve recorded a video demonstrating the issue in my map, where I state the various ways I tried to resolve the bug. There is a second bug mentioned but I’ll make another bug report for that (perhaps a bit later so I’m not flooding the forum with just my issues). But I do think this second issue may give a clue as to how to fix this bug on Epic’s end. The second bug is demonstrated at the end of the video.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
In a pre-existing map where you’ve implemented custom RR Vehicle behaviour, run the map in Edit mode and note that it may no longer obey the custom parameters for the vehicle.
Expected Result
The expected result is that the custom parameters (like top speed set to 0.2 instead of 1.0) would result in a car with a lower top speed when playing.
Observed Result
The observed result (as demonstrated in the video) is that the custom parameters are ignored.
Platform(s)
Tested on PC and Xbox Series X
Video
Additional Notes
The second bug (in which if the vehicle is destroyed, the player disappears and the camera is fixed in the same spot the camera disappears and is in first person mode and locked) persists across play sessions. When that bug appears, and I redeploy the project again, Fortnite resumes from that exact same position with the exact same bug. Perhaps this may be a clue as to what the problem is?
I have been trying to figure out this bug and narrowing down the causes.
I’ve created a new project and have implemented all the devices and code and found one particular cause. The addition of a cutscene with a sequence passed into my verse code caused the bug. When I remove the reference, the bug is gone. The odd thing is that I create a new cutscene and sequence and pass it into my code and it still works. So there’s something in particular with that one cutscene and sequence that caused the issue. This isn’t much help BUT…
…after getting all the code implemented, I was adding visual assets for the lobby and after placing a couple hundred objects I playtested and saw the bug again. So an object I put down caused the bug. So I’m now putting in objects one by one to see what caused it. It’s a lengthy process but I’m sure once I find the offending pieces put into the map, this will be an easily identifiable and duplicatable bug and perhaps that cause could, at least, be addressed (or at the very least something I can warn others about to avoid for the time being).
I’ll update this thread as I find out what the problem objects are.
I have found the cause of the bug after recreating the project piece by piece (yes, it took forever!).
Disregard the previous post which attributed the cause to something else, the issue has to do with the existence of RR related devices/objects in your map. This causes your RR Vehicle custom settings to be over-ridden.
This means the “RR Turbine”, “RR checkered Start Line”, and “RR Stands Box” objects break things as they did in my project. I would like to create a “how to duplicate” writeup but I won’t have time in the next few days, but I thought I’d share for those who are facing the same problem.
@Flak Please advice on how to best write this up to help your team.