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)
- Paste this code in a verse file in your project
- Place a button device and link it to the device
- Start the game and press the button
B)
- Place down a class and teams selector device
- Set class to switch to to 2 for example
- Set respawn player on switch to true in this device
- Start the game
- 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())
}