Network Traffic Spikes when player spawns

Summary

When a players spawn network traffic spikes, this is a big issue in my 16 player map where I respawn all players at the same time. This stresses the game so much that other things in the world and verse are 1-2s delayed. I assume having devices in the map makes this effect maybe even worse. In the video I provided 2 ways to replicate. Easy one is by using a class selector device to respawn. The other is with verse to respawn the player rapidly to make the effect more obvious.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

A)

  1. Paste this code in a verse file in your project
  2. Place a button device and link it to the device
  3. Start the game and press the button

B)

  1. Place down a class and teams selector device
  2. Set class to switch to to 2 for example
  3. Set respawn player on switch to true in this device
  4. Start the game
  5. Walk in the zone of the device to respawn, after 5s when you spawn in again you will see a spike.

Expected Result

Network traffic doesnt increase

Observed Result

Network traffic spikes heavily

Platform(s)

PC

Island Code

9854-1829-8735

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Additional Notes

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Fortnite.com/Characters }
using { /Fortnite.com/FortPlayerUtilities }
using { /Fortnite.com/Game }
using { /UnrealEngine.com/Temporary/SpatialMath }

test := class(creative_device):
@editable B:button_device = button_device{}

OnBegin<override>()<suspends>:void={
    B.InteractedWithEvent.Subscribe(Pressed)
}
Pressed(Agent:agent):void={
    spawn{RespawnAgent(Agent)}
}
RespawnAgent<public>(Agent:agent)<suspends>:void={
    if(FC := Agent.GetFortCharacter[]):
        loop:
            FC.Damage(200.0)
            Sleep(0.0)
            Agent.Respawn(FC.GetTransform().Translation,FC.GetViewRotation())
}

FORT-1061027 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.