No player collision when player flight enabled

Summary

When enabling player flight in the island settings the player can now fly through walls, floors and builds.

Where as they couldn’t before. Not sure if this is intentional behavior.

This is breaking the functionality of one of our games.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Character

Steps to Reproduce

  1. Create a new island
  2. Enable player flight in the island settings
  3. You will now be able to fly and phase through everything with no collision until you stop flying.

Expected Result

The player should collide with props and the ground when flying in game. This used to be the behavior.

Observed Result

Player can phase through and fly through everything.

Platform(s)

PC

Upload an image

Have you tested it in a private code? We found it this happening only in an edit session

I am pretty sure that it only happens if you have debugging enabled (for obvious reasons), and without debugging and/or published islands that doesn’t happen.

FORT-932493 changed to ‘Needs More Info’. We’re missing information that would help us determine the source of the issue.

I can confirm this was happening for me too. No edit mode or debug. It was consistent until a couple days ago and then stopped happening randomly without me changing anything. It was happening in both uefn sessions and creative 1.0. I’m not sure if it’s happening today, haven’t had a chance to check. At one point, if I tried to fly while down and out, I’d fall thru the floor and into the water beneath everything. The following respawn became locked in that state and the player would fall thru the floor without needing to fly first to initiate the bug. But like I said, yesterday it was fixed for me tho and I changed nothing so it’s a strange glitch that IDK how to reproduce

Debug that I mean is having “Phase” turned on during edit mode. I will stay on for debugging even after starting game, if you disable it before starting game, it will not phase the things:

With Phase On:


With Phase Off:

All this only during Edit Sessions and Creative 1.0, obviously. No problem with private, playtest codes or published islands…

1 Like

Just tried the video example and it turned off and on like you said in both modes. Maybe there’s a little confusion because you can turn it off or on with the left thumb stick, but it won’t change it’s status in the quick menu that’s opened with the creative menu button. It works like you said tho otherwise.