Rocket racing always respawns at the start of the primary track.

Summary

Whenever I am eliminated, from an elim volume, straying from a track, or running into something hard, it respawns be back at the starting location 80% of the time. Sometimes it respawns me in a different spot, but still not where I would expect. This happens in an editor session test as well as a private version and playtest.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Other

Steps to Reproduce

  1. Startup a rocket racing project with a primary track and some checkpoints.
  2. Eliminate yourself in some way

Expected Result

After elimination you should respawn at the nearest checkpoint or track point to where you were eliminated.

Observed Result

The car is almost always respawned back at the start of the track.

Platform(s)

windows

Island Code

1236-6811-8021

Video

Additional Notes

To note, my track is a little more intense than normal. I don’t use the built in track, instead I hide it and use my own landscape spline track underneath the RR track spline. I have Force Hidden Track Respawns enabled on all track spline points. I only have one primary track going through the entire course. I have two secondary tracks that appear for a short period of time to split the track into three lanes, two secondary and one primary.

My track goes under the landscape at a few points, I use an underground volume to allow it, and it also goes really high up into the sky at some points. That being said, the issue seems to happen on the track right above the landscape as well.