Players fail to spawn between rounds, causing frozen characters and premature round endings

Summary

Intermittent bug prevents eliminated players from spawning between rounds in Rusted Zone Wars, causing failed or frozen character spawns and premature round endings. The previous round winner can load into the next round while eliminated players remain stuck; Last Standing then ends the new round immediately. This occurs in public published games and private published versions, including with World Partition streaming disabled. I have been troubleshooting for approximately two weeks.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Character

Steps to Reproduce

  1. Launch Rusted Zone Wars through a private or public published version in Fortnite with at least 2 players.
  2. Play consecutive rounds in the same session. The glitch can take multiple rounds to happen.
  3. Eliminate one player and let the other survive and win to allow for quicker rounds.
  4. Continue through round transitions; several rounds can work before the intermittent failure.
  5. Observe that a previously eliminated player sometimes fails to spawn or receives a frozen/unusable character in the next round, while the previous winner loads successfully.
  6. Last Standing can then end the new round immediately because only one player is active. The same problem is reported in public lobbies.

Expected Result

All eligible players should spawn with controllable characters at the start of every new round, including players eliminated in the previous round. The next round should not end prematurely while eligible players are still waiting for their round-start respawn.

Observed Result

Spawning between rounds intermittently fails for previously eliminated players. Fortnite itself remains responsive, but the affected character is absent, frozen, or unusable. The previous surviving winner can enter the new round alone, leading to a premature round ending and another win. A spawn-wait guard prevented immediate endings but left the failed players frozen; it was removed. The failure persists with fresh UEFN spawn pads and with streaming disabled. Sometimes some players will spawn in and others will be stuck frozen with no character.

Platform(s)

All

Island Code

1569-1194-5955

Additional Notes

Investigated for approximately two weeks. Original island was converted from Creative 1.0 to UEFN. It didn’t happen in 1.0.

Tests completed:

  • Failure occurs with World Partition streaming ON and OFF. Restoring normal settings while leaving streaming OFF reproduced it.
  • All 16 converted spawn pads replaced with fresh UEFN Player Spawners, retaining positions, settings and verified event pairings. Failure persisted.
  • Custom spawn-wait and Verse round-ending blocks removed. Failure persisted. Career-stat logic remained.
  • Extensive device isolation and removal tests, including cars, barriers, teleporters, timers, player references and other groups. Cleanup improved loading speed but did not eliminate this specific round-respawn failure.
  • During-round respawns worked in an infinite-spawn test with one-minute rounds. No failure was observed when both players were alive at the round boundary. This suggests the eliminated-player round-transition path, but is not a confirmed root cause.

Windows client log evidence (UTC, October 14, 2026):
134 unsafe-respawn warnings from 21:00:48.519 to 21:01:02.378 (13.86 seconds). The round entered InProgress at 21:01:02.242 and PostGameTimeDilation at 21:01:02.294, only 52 ms later, while respawn warnings continued.

Exact warning:
[2026.10.14-21.01.15:006][ 25]LogFort: Warning: Not safe to respawn for Player T0tally_Fresh due to incomplete streaming with the error message: AFortPlayerControllerAthena::HasStreamingLevelsCompletedLoadingUnLoading(): /5d6228dd-6ee2-463c-ab6f-922a2d21fb32/RustedZoneWars_LevelInstance_3 still not visible

Repeated warning:
Not safe to respawn for Player T0tally_Fresh due to incomplete streaming with the error message: AFortPlayerControllerAthena::HasStreamingLevelsCompletedLoadingUnLoading(): OnCheckClientIsSafeToRespawnDelegates index 0 says to wait

October 13 also showed 133 similar warnings over 13.79 seconds. Full Fortnite client failure logs have been preserved and can be supplied through an appropriate diagnostic upload route. Please investigate round-reset respawn readiness for previously eliminated players.