Save/Respawn Breakdown After 58 Minutes (Creative 1.0)

Summary

Issue on Middle Ages RP (Creative 1.0):

The save system works fine until 58 minutes into a session.
After that, any player who joins an ongoing match loses their save data: no role, no inventory, no progression.
Players who were already in the match before the 58-minute mark keep their save without issues.

Impact:

I am forced to limit my sessions to around 1h30, with 30 unplayable minutes for new players.

This breaks the RP project’s dynamic, which relies on long-term sessions and staff security systems based on saves.
Additional issues after 58 minutes:

Individually collectible items stop respawning.

When switching class, the player does not receive their weapons anymore.

Class-specific respawn points stop working: all players respawn at the default spawn instead.

:white_check_mark: Technical summary:

Bug seems related to Save Point / Class Save devices.

Issues consistently appear after 58 minutes into a session.

Before recent updates, it was possible to play up to 4 hours straight using a chained timer system, and everything worked properly.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

Create a map in Creative 1.0 using a Save system (Class Save / Checkpoint Save devices).

Set up several classes with:

Weapons given on spawn.

Class-specific respawn points.

Individually collectible items.

Start a game and play normally.

Wait until the session exceeds 58 minutes.

After the 58-minute mark:

Have a new player join: they lose all save data (no role, no inventory, no progression).

Try to collect an individual item: it no longer respawns.

Switch class: weapons are not given anymore.

Die and respawn: the player spawns at the default location instead of their class-specific spawn.

Expected Result

Player saves should work with no time limitation, even after 58 minutes into a session.

A new player joining an ongoing match should load their save properly (role, inventory, progression).

Individually collectible items should respawn normally after being collected, regardless of session duration.

When switching class, the player should receive the weapons and equipment of the new class.

Respawn points should keep working, and players should respawn at their class-specific spawn, not at the default spawn.

Observed Result

After 58 minutes into a session, save systems stop working properly.

New players joining the session lose their saves (no role, no inventory, no progression).

Individually collectible items no longer respawn.

When switching class, weapons and equipment are not granted.

Class-specific respawn points stop working: players respawn at the default spawn instead.

Platform(s)

All platforms

Island Code

4420-9325-8814

Additional Notes

This issue has a major impact on my project Middle Ages RP, a large community RP map that relies on long sessions (several hours).

The bug is 100% reproducible: it always occurs after 58 minutes of session time.

Before recent updates, we could play up to 4 consecutive hours using a chained timer system, without any of these problems.

The issue seems to be a regression in the way saves are handled in Creative 1.0.

This bug forces players to leave the map, as it makes gameplay unplayable and breaks progression.