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
- Open the project in UEFN on Windows and launch a Session (Play → Launch Session).
- 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.
- Observe everything works as expected in the UEFN Session.
- Publish the island (new version) and wait for it to go live.
- Join the published island via the live matchmaker (private or public match).
- 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