Published Island Behaves Differently Than UEFN Playtest

Summary

“I’ve published my game, and during live testing I noticed some features aren’t functioning, even though they work as expected when I launch a session from UEFN. How can I resolve this?

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Publishing

Steps to Reproduce

  1. Open the project in UEFN on Windows and launch a Session (Play → Launch Session).
  2. In the Session, interact with the map flow: pick a team via the Team Selector and use the teleport/trigger flow to start a minigame.
  3. Observe everything works as expected in the UEFN Session.
  4. Publish the island (new version) and wait for it to go live.
  5. Join the published island via the live matchmaker (private or public match).
  6. Repeat the same actions: pick a team and trigger the same devices (teleporters / triggers / counters).

Expected Result

The published island should behave the same as the UEFN Session:

  • Team selection is applied correctly.
  • Linked devices (teleporters, triggers, counters/sequencers) fire and move players as configured.
  • Game logic flows identically to playtests in UEFN.

Observed Result

In the published build, parts of the flow do not run even though they work in a UEFN Session:

  • Players are placed on Team 1 regardless of the Team Selector choice.
  • Teleporters and other linked devices (trigger/counter/sequencer) don’t fire, so progression stops.
  • No error is shown; republishing doesn’t change the behavior.
    This discrepancy is only seen after publishing; it does not reproduce inside a UEFN Session.

Platform(s)

windows

Island Code

9606-9472-4879

Video

I doubt it is this but maybe make sure the devices are actually enabled when the actual game starts. The playtest do not have the pre-game round. There is definitely some weird differences between the uefn playtest and the published island once it is published. You could try placing a round settings device and when the round/game starts enable the devices again to make sure.