Player spawn pads don't work properly

Summary

Whenever the first round starts, players are still spawning on spawn pads that are designated “pre-game only”. I made them the lowest priority to try and prevent players from spawning, but that doesn’t work either. Currently I just use a mutator zone and teleporters as a workaround. Is this a known issue, and is there a fix?

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

I just placed spawn pads and set one group to “pre-game only”, and the other group to “gameplay only”

Expected Result

The spawn pads set to “pre-game only” should be disabled when that first round starts instead of spawning players

Observed Result

Players spawn in the pre-game lobby area instead of the playing area

Platform(s)

PC/UEFN

I wasn’t sure how much spawn pads have improved over the updates.
But over a year ago it was found
The enabled during phase setting never used to work and all pads had to be set to Always

The priority number is reversed to other devices, the lower the number, the higher the priority, but despite the option to set a lot of priority levels, only 3 different priorities worked.
I have been using priority 1 and 2 for gameplay spawns and priority 3 for pregame spawnpads

The amount of spawnpads in each situation has to be equal to, or more than the number of players expected to use them.

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That’s frustrating to hear. An integral part of the game just doesn’t work properly. I’ll mess around with the priority settings you mentioned to see if that helps, I just put the spawn ones on 99 but I’ll switch them to 3. There are more than enough spawn pads, so that shouldn’t be an issue. Thanks for the help!

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It’s kind of crazy how the most fundamental part of players engaging with the platform isn’t even stable. Spawning and joining games is a nightmare to learn how to manage, and you can only ever do so much because of how poorly they have patchworked these systems together.

Currently here manually searching through every bug trying to figure out how I can prevent an edge use case nintendo switch crash after joining in progress near the end of the round, so sorry don’t really have much to contribute besides I feel your pain.

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Incredible that this is bug is stll not solved, no words

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