Reports on Various Bugs

Summary

*The items listed below are not step-by-step instructions for a single bug, but rather brief descriptions of each bug. Therefore, they cover a variety of different types of bugs. For this reason, this list may include bugs that have already been reported.
Also, since this was entered using DeepL translation, the context may be slightly off in some places.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Other

Steps to Reproduce

  1. After exiting flight mode, the jump key remains held down.
    (This causes the climb function to activate unintentionally or prevents you from jumping)

  2. The player counter does not move when operated by the movement mechanism.
    (However, even when it was functioning properly, the pairing between the movement mechanism and the player counter was unstable.)

  3. After a move is complete, a movement device that has not been reset can be moved again.
    (As a result, even if you move it two or more times, only one move will be counted when you reset it.)

  4. If you start the game with the Phase state enabled, you will be in the Phase state when you fly during the game.
    (You can temporarily change this using a command, but if you disable flight and then enable it again, you will return to the Phase state).

  5. When you ride on a bumper with the bounce-up effect enabled, if any of the movement keys are pressed—even slightly—you’ll be launched in that direction.
    (Depending on the settings, this bug becomes particularly noticeable when power exceeds a certain threshold, causing you to lose control.)

  6. On the Nintendo Switch and Switch 2, input of values for mechanisms and the like is occasionally canceled.
    (It appears there is a compatibility issue with the in-game keyboard built into the Nintendo Switch)

  7. The physics ball is not affected by the bouncer.
    (To the ball, the bouncer behaves as if it were just an ordinary object)

  8. The background of HUD messages is cut off only on the left edge.
    (It remains cut off even after adjusting the position, etc.)

  9. The ice blocks placed on the stairs fail to respond.
    (This isn’t guaranteed, but it occurs about 50% of the time, making it possible to walk on them without slipping and to easily walk backward—even though you’re clearly standing on them. However, it appears that only the sound effect plays.)

  10. When completely stopped, the character passes right through objects that are moving via the movement system.
    (This occurs regardless of settings; the bug does not occur if the character is standing on top of those objects.)

  11. The rendering distance of the semi-transparent barrier, which appears only when a player approaches, does not vary based on its size.
    (For example, even if the width is set to [100], the barrier will no longer be displayed once the player moves a certain distance away from the center of the mechanism.)

  12. An error message appears when sending a party invitation, regardless of whether it succeeds or fails.

  13. If you exit the game shortly after starting it, Fortnite occasionally becomes unplayable, and restarting the game resets some of your progress.
    (it appears this includes backups as well).

  14. If you ride on the intersection of primitive shape objects while under the effect of the Grind Power-Up, you may be knocked back or forced to jump.
    (Criteria unknown)

  15. Before the game starts, some primitive shape objects appear to be “carbon”.
    (This issue seems to be resolved by reloading the page, or it may occur with different objects)

  16. A sound resembling the trigger activation sound does not go away, regardless of the settings.
    (This is a different sound from the usual activation sound.)

  17. If you join an island partway through a game, you will be treated as if you don’t exist.
    (You won’t appear on the scoreboard, and most game mechanics will no longer affect you)

  18. Fog colors are not displayed.
    (Nintendo Switch and Switch 2 only)

  19. You will no longer be able to join a Creative session partway through.
    (This tends to happen more frequently the longer it has been since the Creative session began)

  20. If you switch islands without exiting the game, your current game state will be carried over to the newly opened island, preventing you from creating content.
    (Since you can’t exit the game either, your only option is to restart it.)

Expected Result

  1. You can jump as usual immediately after exiting flight mode. Also, the climb action will not trigger on its own.

  2. Player counters paired with a movement device move just like any other object.

  3. Movement mechanisms that have not been reset will not be activated by other mechanisms or similar elements. Alternatively, even if they are activated multiple times, their position after being reset will be the same as their initial position at the start of the game.

  4. Even if the Phase state was enabled during production, the character will not enter the Phase state while flying once the game has started. However, this does not apply if the Phase state is enabled via a command.

  5. While a certain degree of inertia remains depending on the amount of input from the movement keys, it stays within a range that can be adequately controlled using only the movement keys.

  6. You only need to enter the information once, and it will be reflected in the mechanism.

  7. If configured correctly, physics balls will also be affected by the bouncer, just like players.

  8. The background of the HUD message is also visible at the far left without being cut off.

  9. Even when placed on stairs, ice blocks will cause players to slide normally.

  10. If the collision setting is set to [Push], players and AI that have come to a complete stop will also be pushed away.

  11. The drawing area expands in accordance with the size settings of the barrier device.

  12. If the invitation was successful, no error message will appear.

  13. After the game ends, the island is restored to normal, and the game proceeds to the production phase.

  14. Even if primitive shapes intersect, they will not be bounced away or forced to jump.

  15. Imported primitive shape objects are always displayed exactly as configured.

  16. If [SFX Activation] is turned off, the mechanism’s activation sound will not play.

  17. Even if you join a game that’s already in progress, you can play just like the players who are already there.

  18. For players on the Nintendo Switch, the fog is also displayed in the colors predetermined by the island’s settings.

  19. Players who join the party later can also participate in Creative mode from that point on.

  20. Newly unlocked islands will not be in the “Game in Progress” state; they will always be loaded in the “Development” state.

Observed Result

Omitted as it is stated above.

Platform(s)

In principle, this bug can occur on all models. However, there are a few exceptions.
No. 6, No. 18: Nintendo Switch and Switch 2 only

Video

If there are requests in the comments, I’ll upload them to YouTube as limited-access videos as needed.

Additional Notes

I apologize for reporting so many bugs at once. I realize it may be a lot of work to fix them all, but I would greatly appreciate your help.

hi @izu_haru

The reporting rules for the forum the that the developer first searches for PREVIOUS reports of similar bugs and post a message to that thread.

If a thread for the problem does not exist the create a NEW thread.

The thread is then voted by other Developers and until at least (=>) 3 votes are made there will be no “unconfirmed” report message.

The bug listed on searching

>Fog colors are not displayed. (Nintendo Switch and Switch 2 only)

>On the Nintendo Switch and Switch 2, input of values for mechanisms and the like is occasionally canceled. (It appears there is a compatibility issue with the in-game keyboard built into the Nintendo Switch)

have already been reported so yours reports are duplicates and wont be actioned.

Please attach to the relevant threads

Thanks