Summary
Hi everyone,
I’m working on a custom round-based 2v2v2 map in UEFN, where all round logic is handled in Verse (win, lose, arena rotation, teleport, etc.).
I’m facing an issue when last two alive players die at the exact same time:
Issue
When last two remaining players are eliminated simultaneously:
The game sometimes immediately ends and a blue overlay is shown with a button return to lobby
My Verse tie-handling logic does not get a chance to run
This happens even though I explicitly detect ties in Verse (AliveTeams.Length == 0) and handle them by teleporting players to the next arena.
and the wierd thing is my tie logic detection did work pretty fine when i set spawn limit to unlimited, but then with this i have the issue of players respawning direcly after elimination instead of spectating
Current Logic (simplified)
I track eliminations using OnPlayerEliminated
I determine round results using a custom GetRoundResult() function:
1 team alive → Win
0 teams alive → Tie
On a tie:
I freeze players
Respawn them to a safe location
Teleport to the next arena
I also have a safety check that re-evaluates the round shortly after eliminations
Despite this, when the last players die in the same frame, the engine sometimes ends the round/game before Verse can react.
What I already tried
Fast tie re-check after elimination (Sleep(0.1))
Emergency respawn logic to prevent the engine from concluding the round
Guarding logic with IsRoundEnding
Ensuring no duplicate round-end calls
Handling everything in Verse instead of relying on built-in round rules
Ihave no round or end game devices
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Island Settings
Steps to Reproduce
last two remaining players die same time
Expected Result
When both players died same time it should be a tie
Observed Result
the game is ended and a blue overlay is shown with abutton return to lobby
Platform(s)
UEFN
Island Code
5130-7777-5957
