Private version/unlisted version of island not representing what was happening when I last push changes. Devices failing to work as they were when testing in editor.

Reference ID

7c334b97-4182-a30f-cef5-ad90072e786f

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Summary

-I am experiencing an issue where I have at least two devices that straight up don’t work in the private version codes I submit, or in the unlisted public test versions I have. The thing is, they work perfectly fine and as they should when I am in the game after pushing changes. It is specifically a barrier device that should only be on during gameplay, is on during pre game. The other device is a class selector device that changes players teams at the start and respawns them accordingly, and it does not eliminate the player or do anything. Like I said, they work perfectly when I test it all, then I go test the private versions and they don’t work at all in them. I have tried like 3 or 4 private versions and live unlisted versions and it is still happening.

Steps to Reproduce

-Set a barrier device to be enabled only during gameplay
-Set a class selector device to change a players team and respawn them at game start

Expected Result

-For me to be switched to another team and respawned, and during pre-game for the barrier to not be enabled

Observed Result

-When I get into the actual private version code, instead of the barrier device not being enabled during warmup, it is enabled. And the capture area device that is supposed to be changing my team/respawning me, is straight up not working like it does when pushing changes

Platform(s)

windows 11

Additional Notes

-This is the first island I have experienced this with. There is nothing in the project that throws warnings or anything, and everything works fine when pushing changes, but not in the actual versions when I go to test them. This also makes me wonder what other devices are not working in my game, because I can’t even get past the starting area or be respawned into the map due to the devices not working. I started making this game with the intentions of having it out at least a couple/few weeks before easter, as that is the theme of it, but I am not sure that will happen at this point. Any help or recognition of this issue would be greatly appreciated. Edit: I noticed another post about this issue but I also wanted to submit mine because I feel it’s good for epic to know how many people are dealing with this issue.

Go for a workaround at this stage.

Make the Barrier Enabled During Phase - None, then Enable it by something that happens on game start, like a Round Setting Device, on round start event, or maybe even a 1s timed objective device that starts on game start.

The Class Selector may have issues with the respawn setting in pregame phase, the player respawns on game start anyway, so try turning respawn off and try turning on that new setting, Send Game Start Team Changes at Warmup.

Thank you. You gave me the motivation to get back on and work things around for the 12th time, except this time I think it worked. I believe I found workarounds to all of my issues by switching the teams back to the numbers they were before my issues, and relying on island settings to change the teams/balance them. Might have done a couple other things as well. I still have hud message devices text showing up in the wrong color and a billboard showing when it shouldn’t but I might just have to take what I can get… Edit: Also a vfx powerup I’m using for a custom helmet that will not go away whatever I bind it to. Which actually sucks because it’s a big part of the theme.

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UPDATE: I think I have found workarounds to everything, and new devices I dragged in are working so, a few of them just got out of whack somehow. As for the stuff not reflecting in the private version, I guess the way I had things setup just wasn’t going to work for some reason but what I have going now does so… and as for the vfx, I found out that was a niagara setting. At the end of the day, I was dealing with bugs most definitely, but at the same time I still have things to learn because for example the vfx problem was a setting.

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