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
Create a custom component using the Scene Graph framework.
Use a loop to periodically disable and enable mesh_component of an entity.
Place this entity in the world as a platform and start a Live Edit session.
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.
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.
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).
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.