When a mutator zone is placed and the movement multiplier is set to zero, disabling the device does not remove the effects the device had on the movement.
Steps to Reproduce
Place a mutator zone down in the world
Set the movement multiplier to 0.0
Disable the mutator zone with verse in uefn, an event, or a function in-game.
Try to move player
Expected Result
Once the mutator zone has been disabled, the player should be able to move freely or equal to the speed before the mutator zone changed their movement.
Observed Result
Player cannot move once the mutator zone has been disabled.
Platform(s)
I am reporting this for pc, but it does not work on my PS5 either.
I have encountered this same issue in Creative Fortnite on PC. Even when mutator zone devices are set to be disabled, the effect seems to persist on the player.
I also noticed that mutator zones set to a movement multiplier of 0.0 and with âaffects creaturesâ set to on, no longer stop the movement of Creatures.
A Mutator zone previously freezing Megabrutes spawned in by Creature Spawners - no longer freezes the Megabrutes in place.
I found a workaround, but it isnât ideal if you are using weapons. You can use a gameplay_controls_third_person_device(Control: Third-Person in the editor) to stop a playerâs movement. When it is disabled or removed, the player can move normally again. However, if you are using weapons, like in my game, you lose control of your mouse, which is a big problem for aiming. For most creators, this should be a good solution.