Server Desync with Teleport and Spatially Loaded Static Meshes

Summary

Whenever a player is teleported on top of a static mesh, which is far away from the player and spatially loaded, if the static mesh is not configured as a prop it will create a desync between the server and client, permanently breaking that session for the player.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Stability

Steps to Reproduce

  1. Enable spatial loading for the project.
  2. Place a static mesh in one location; it should not be configured as a prop.
  3. Place a player spawner in another location that is very far from the static mesh (maybe to ensure spatial loading triggers?). Have the player spawn and wait there.
  4. Teleport the player using Verse from the waiting location to a location on top of the static mesh.
  5. With 100% repro rate in our project, this will create a client-server desync.

Expected Result

No desync should be possible and the player should teleport to the intended location with full control over their character.

Observed Result

Desync occurs where the player will see themselves at the original location and other players will see them at the new location on top of the static mesh. Player will be unable to move or take any actions other than rotate camera with mouse and emote.

Platform(s)

All (PC, Console, Mobile)

Island Code

0398-7105-3210 (Private Version)

Hi @L10NHEART - We are unable to reproduce this here. Could you post a video of this happening? Thank you!

FORT-1010337 changed to ‘Needs More Info’. We’re missing information that would help us determine the source of the issue.

Hi Flak, would you mind writing to me on Discord? (.lionheart)

I can send you a video where this is happening (unreleased project or I’d post here). I’m also happy to speak directly with the person attempting repro to ensure steps are being followed correctly on the setup.

We are experiencing this as well. Streaming has to be enabled too.

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Yes, my guess is the test environment being used to set this up doesn’t have enough assets spatially loading in. They can 100% repro it on our unreleased project, or need to setup a better test environment. But the steps are consistent as written in the OP.

Sorry for the late response, I messaged you there @L10NHEART

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(post deleted by author)

Has anyone found a solution to this problem? I’m facing this issue on my map