[Scene Graph] Character teleports toward world origin when floor component is disabled (Physics disabled in Island Settings)

Summary

Since the v41.00 update when physics is disabled in Island Settings, disabling an entity’s mesh_component via Verse while a character is standing on it causes the character to instantly teleport toward the world origin coordinates (0,0,0). During this teleportation, the character respects world collisions and stops at the first solid object encountered along the path. This causes players to glitch into random locations instead of falling down when losing their footing. Tested on both the Standard and Fall Guys templates.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Scene Graph

Steps to Reproduce

  1. Create a custom component using the Scene Graph framework.
  2. Use a loop to periodically disable and enable mesh_component of an entity.
  3. Place this entity in the world as a platform and start a Live Edit session.
  4. Stand on the platform and wait for the mesh to be disabled.

Expected Result

The character should lose ground support and fall straight down naturally due to gravity.

Observed Result

When mesh_component is disabled, the character does not fall. Instead, they are instantly pulled/teleported along a trajectory toward (0,0,0), stopping at the first object with collision on that path.

Platform(s)

PC

There’s also snapping when you remove the mesh’s entity from its parent.

I can confirm this, huge bug and I expect to be VERY game breaking. Here’s simple code to speed up the process of reproducing this as it’s super simple to recreate

using { /Verse.org }
using { /Verse.org/Native }
using { /Verse.org/SceneGraph }
using { /Verse.org/Simulation }

FloorComponent<public> := class<final_super>(component):

    var IsDisabled<public>:logic = false
  
    OnBeginSimulation<override>():void =
        (super:)OnBeginSimulation()

    OnSimulate<override>()<suspends>:void =
        loop:
            Sleep(5.0)
            if(ThisMesh:=Entity.GetComponent[mesh_component]):
                if(IsDisabled = true):
                    set IsDisabled = false
                    ThisMesh.Enable()
                else:
                    set IsDisabled = true
                    ThisMesh.Disable()

We have been experiencing the same in our project under development. When you step on an upgrade button (it’s a tycoon), it teleports the player a random distance (and rotation) away. This worked fine in v40.x.

FORT-1113832’s status has changed to ‘Ready for QA’. A member of the QA department is investigating the issue.

Will this be fixed in 41.10? It is a major issue in our game right now.

Personally, I suspect this bug might be linked to the core changes being introduced for the upcoming Chaos Static Mesh Simulation (scheduled for Q2 2026). If that’s the case, the fix might depend on how deeply those features are integrated into the current physics build.

If tomorrow’s update doesn’t resolve the issue, I’ll be testing a temporary workaround: using Verse to teleport the player slightly upward (by about 1cm) right before disabling the mesh component. This should break the physics contact point and hopefully prevent the glitchy teleportation to (0, 0, 0).

Let’s wait and see what tomorrow brings.

This seems to be fixed

I can confirm that the issue has been resolved in today’s v41.10 update. I just did a quick test, and everything is working as expected now - the player no longer teleports to the world origin when the mesh component is disabled.

This bug report can now be marked as fixed.

Thanks to the Epic team for the fix, and thanks to everyone for checking in and confirming.

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