Props scaled incorrectly with gaps in game.

Summary

When many props are attached to a single object they appear as disjointed or with gaps in game. Everything appears as normal in the editor with props correctly connected.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

Attach object to something.

Expected Result

The props looks the same in game as in the editor

Observed Result

They are spaced weirdly and scaled incorrectly.

Platform(s)

uefn

Upload an image


Additional Notes

When the objects are detached they appear as normal. Also as a side note, the prop they’re attached to is in a sequence. Tested with sequence disabled and still observed the same results.

Hi Lazrael, Thanks for the report.

“Many props attached to a single object” is basically a prefab right?

Is that building something that you’ve created, or a prefab that you’ve attached to something else? (Wondering about the hierarchy of attachments here)

I think the best path for a resolution would be to give specific steps to reproduce so an engineer could follow them and replicate what you’re seeing on their computer.

This specific picture has a prefab in it but the issue is happening to every asset I have attached to my master asset.

For reference, they’re all attached to a single custom cube prop. I was planning to animate them all by attaching them to the cube and moving the cube. Another dev in the discord expressed a similar issue where he was attaching his props to a beacon and trying to animate in a similar way. This also caused his props to act in the same fashion.

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Thanks for the extra info, I tried to replicate this but was unable to reproduce what you described. (I’m thinking this has something to do with the built-in fortnite snap grid, I’ve seen all sorts of insanity (unexpected snap positions and rotations) when dragging around groups of actors that use the FN snap grid)


(Castle still looks normal when in game-mode)

By specific steps I mean something like:

Right Click in Content Browser and create a new Blueprint Class.
Select ‘Building Prop’
etc.

Up to you if you want to put in the work for thorough steps though, there’s a good chance that a similar bug already exists in Epics database.

Hey! I’m the other person who experienced this using the beacons as parents to floor and wall tiles and building props. I’ll see if I can replicate it on my end later today.

These were my examples of how it looked in a playtest session (gaps between building pieces) and how it looked in the editor (not spaced apart)

playtest session in game:


in editor:


Having some issues loading into playtest sessions again, been happening a lot since the update. But I mixed up something and wanted to mention: I thought I had parented objects to a beacon device object but actually I parented floor and other building pieces to a cube that was scaled up. Not as a prop asset but just a “attach to” parent relationship in the outliner. Will post more when I can get through with doing a little test

Using attach to, the children are all scaled relative to the parent, its best to attach to something that has 0 rotations and 1, 1, 1 Scale.

I’ve noticed with the new system, some things are funny with scale.
Take a Lab Stadium Spotlight prop rotation 0, 0, 0, and turn it to face the otherway by rotation 180,0,180 its all good.
But using scale to turn it around from 1,1,1, to -1,1,-1 the actual spotlight component points upwards facing the opposite direction from the prop.

So I’m lacking faith in the current system to carry scale correctly onto attached components

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FORT-922413 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.

Thank you for the further insight! With this info, I now have tried using the “attach to” and parented the floor tiles to a beacon that is left at default scale, and so far it seems to have fixed the issue there in that one spot! I am going to try this on all the places that have parent relationships. Plus I will need to update the animation sequencer with those too.

Here is a screenshot of the editor and the floor tiles in game now :smiley:


I’m just wondering if this will be future proof for later updates or if a similar thing will happen but guess we’ll see! Thanks again!

PS. I was unable to get the original behavior to replicate, doing a test with 4 floor tiles unparented, 4 floor tiles parented to one of the tiles, 4 floor tiles parented to one default scale beacon device, and 4 floor tiles parented to one floor tile and all being scaled 2x. None of those tests returned the spacing / snapping gaps so idk how to replicate it. I did not test those with the animation sequences though.

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Thats good news !!

Hopefully the mass conversion of XYZ to LUR had something to do with it, and it stays away

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