Rocket Racing Speed Run Checkpoint core engine bug?

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Summary

Hi there, I created this Speed Run Rocket Racing track. I created a non looping track, start checkpoint, 5 in between checkpoints and finish checkpoint. But every time I go trough the last checkpoint (number 5 in this case) before the finish the game says “missed checkpoint” and the game spawns the player back a few meters. Then after the automatic respawn you can pass the last checkpoint normally with no warning. This is with every run. So makes no sense in how to fix this, I tried moving the checkpoint. Tried deleting from 5 to 4 checkpoints, the same, tried redoing everything… Still the same. It looks like a checkpoint bug in Rocket Racing core code? Or am I doing something wrong?

Steps to Reproduce

Just play the level, drive until the end, notice the last checkpoint warning.

https://www.fortnite.com/@airshipfx/4309-6574-2089

Expected Result

Normally no checkpoint warning should be triggered.

Observed Result

Checkpoint warning system is messed up…

Platform(s)

I tested on PS5, Xbox S and my gaming PC. Keep in mind, all validations where OK, so no errors in UEFN, no issues publishing.

Island Code

4309-6574-2089

Additional Notes

Thanks!

Here’s a screen recording of the actual bug / weird behavior of last checkpoint. Anyone some idea’s?

https://youtu.be/U2v8eThPhSM

I have nearly the same issue. Right after the race starts and passes the first checkpoint(start point), the player gets the error “missed checkpoint” and after respawn, it seemed work properly. Do you find any solution?

I’m having the same issue. I’ve tried a couple things to fix this:

  1. Removing all checkpoints and replacing them with new ones
  2. Removing the checkpoint where the issue happens
  3. Adjusting the spine points where the issue happens

None of these have worked. On top of that, I get different results when testing from the editor vs. a private upload. It feels like the issue it out of our control and is pretty demoralizing. It would be good to get some confirmation from staff that this issue is at least being tracked.

Okay, so I was able to resolve this issue and am posting here in case anyone else comes across this post.

I had to select the Spline, click on the Devices tab, and make sure I had the ‘Looping Track’ enabled.

My track is looping, but I hadn’t set it to work that way. There’s a ramp where I didn’t connect it to the next spline point. When I enabled ‘Looping Track’, it automatically connected those two points. I just had to select the spline and set the road type to None so that I could still get the ramp I wanted.

I think the reason why I got the Missed Checkpoint at that spot is based on the number of each spline point. It just so happened to be between the last and first spline points–even though it wasn’t at the beginning/end of the track.

Anyway, I hope this helps someone!