Summary
Using the NPC spawner device, its spawned events are sometimes signaled with a delay.
The interesting part is that I’ve tried to track the guards spawn using a volume_device.AgentEntersEvent() function, but that one is delayed as well, so there’s some kind of queue/throttle with devices maybe?
This affects both verse and the UEFN Direct Binding Events.
You can check how I spawn the guards in the first picture.
You can check how I handle the spawned event in the second picture.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Devices
Steps to Reproduce
It’s really hard to tell how to reproduce. This issue is basically random.
Expected Result
All the spawned events are signaled instantly
Observed Result
Some spawned events are signaled after some seconds, making the device unreliable.
Platform(s)
windows
Island Code
1316-2698-6957
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Video
Additional Notes
This issue only happens when there’s more than 1 player in the server.
Ticks per second are always around 29.95.
In the attached video you can see the score manager device increasing to 7 after a noticeable delay, even though the guards were all spawned. (The setup is that it increases the score when a guard spawns).
Another thing you can see in the video:
I have a debug tracker in the UI, right below the mini map. You can see G: going up to 7, which means all guards were added correctly, even though the score manager was still at 6. So my guess is that some events are just delayed, I don’t know how.
I’ve talked with other creators about this issue and a creator reported to me that they had a similar issue, because they were having too many Fortnite devices calls in a single tick, and that would cause a queue.
I had a lot of HUD message devices, but after the verse fields update, I basically stopped using them all. Other than those, the only device I call more frequently is the volume_device, to track how many players are in a volume, but I don’t call it that many times to lag the server, as I said, Ticks per second are fine.
This issue happens more frequently in this room, for some reason, but other rooms are affected as well, especially in the public version of the map. I’ve tried replacing the NPC spawners for this room (I have 2) but it didn’t help.
This is a very weird bug that has been haunting me for weeks and I can’t seem to fix it. So reaching to Epic, who may know if there’s some sort of queue for devices, seems my last resort.
I am willing to provide more details and whatever is useful to fix this issue.