Summary
I have a free-for-all map, where players drop down onto moving large rings and battle. It worked perfectly before update 36.20 with 2 successful playtests. I made a trailer and was ready to launch.
Since updating, the rings (platforms) on which the players land is jittering and shaky, Ive tried rebuilding the map and following many devs’ support, but it all points to Epic backend bug.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
1: New blank Level
2: Model Torus larger than the character and centre it
- Major Radius 800
- Minot radius 160
- Slices 500 (all)
3: Add complex collusion as simple on mesh
4: Create a level sequence
- Keyframe taurus to move up nd down using 3 keyframes from 0 // 0500 // 0900
- Keyframe middle frame - 11450 (green up ((was Z))
5: Add cinematic device
- Enable loop playback
- Enable Autoplay
- Visible to everyone,
- Level seq actor is always relevant, ticked
- Play rate 2,
- Finish completion - NONE
- Phase - Gameplay Only
6: Move default player spawners up,
- Green (Was Z) UP axis 29500
7: Island Settings
- 14-player free-for-all all
- Island match matching Privacy - Party Choice
- Default Class Identifier - Class slot 1
- AutoStart -30 seconds
- Locomotion custom (redeploy glider + fall damgae un ticked)
8: Launch Session and drop onto the ring
Should be jittering when you land on the ring (Torus)
Expected Result
Its meant to be smooth like how it worked before the update, players should be able to run and battle on it, I had grind rails and crashpads attached to the rings for fast navitgation. Its the fundamental part of the level and whats makes it unique.
Observed Result
When you land on the rings (Torus), it’s jittering, laggy, shaky.
It seems like the sequencer is failing to catch up to the player, causing it to desync.
Platform(s)
PC