Rocket Racing infinite respawn loop

Summary

Editor does not detect areas of a track that are below the waterline, and will result in players having an infinite death/respawn loop that is often impossible to break out of, and you cannot open the menu to return to lobby.
Undetectable by user before publishing, as in Session, respawns are checkpoint related.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Stability

Steps to Reproduce

if you can load the first-version-published of my RR map listed below, there are a few areas where the track goes below the water line (or ground) deliberately. In any of these places, if you either die to water or collision (with the sharkhotdog).
Otherwise, just make a track (template island) that goes below the ocean. You will only see this behavior after publishing, as in Session, it doesn’t respawn you on track, only checkpoint.

Expected Result

I would hope that the engine would detect 5+ death/respawns in rapid succession with no player input, that it would respawn the player on the previous or next track spline or checkpoint.

Observed Result

When player dies in certain locations, they end up in an infinite death/respawn loop that you often can’t break out of.

Platform(s)

xbox series x, iphone 14 pro max.

Island Code

1751-0967-7580

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Additional Notes

Related issue, when you’re in the infinite death loop, you cannot (often) open the menu to return to lobby, you have to force quit the app.

Ultimately, this is a client, not UEFN specific issue, but it’s an undetected preflight check that could just fail submission if detected.

Do you have underground volume ? ive seen this before when going under the map in effect with no spawn pad but was like a yr ago

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I did, and that solves for terrain, but not for the water plane.
(according to the Assistant, and my anecdotal evidence of exploding in the tunnel behind the octopus).

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