Setting Up Player Progression Across Multiple Areas Before Main Game Starts

Hello everyone,

I’ve created an island for my game and I have three different areas designated for player onboarding, but I’m encountering an issue with setting them up in the desired order. Currently, when the game starts, players are directly placed on the main map.

  1. For my first area, I want it to serve as the initial location where players arrive (transitioning from their Fortnite lobby to the game). In this area, players should be able to choose their team.
  2. Once a team is chosen, I would like players to be teleported to a second area where they can select their class and wait for the game to start. This could be either after a set time has elapsed or once all players have chosen their classes.
  3. I also have a third area designed for players to be teleported to at the end of the game.

Could anyone guide me on how to correctly set up this flow? I’m not sure how to configure the game so that players move through these areas in the specified order before starting the main gameplay. Any advice or pointers would be greatly appreciated!

Thank you in advance for your help!

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Hey again, everyone!

Just wanted to bring this back up to see if anyone might have missed it or if someone new can offer some insights. I’m still working on setting up the player onboarding flow across three distinct areas in my game’s island, aiming to create a seamless transition from choosing teams to class selection, and finally to the gameplay conclusion area.

If you have any experience or advice on managing player transitions or setting up such a flow in Unreal Engine, your guidance would be hugely beneficial. I’m looking forward to any suggestions you might have on configuring these transitions to ensure players experience these areas in the intended order.

Thanks so much for taking another look and for any advice you can share!

Hey 011 ツ,

Sorry I had this open in a tab for reply, but the kids kicked me off my PC and …

According to the class selector docs, switching teams requires a respawn or forces a respawn, but I’ve seen a lot of cases where maps use teleport on team selection and it seems to work. And Class Selection happens without needing respawn.

The first spawnpads of the island for pregame phase and joining players need
Use as Island Start - On
Enabled During Phase - Always
Priority Group - 2 (higher numbers are lower priority, we need lowest priority on these spawns, so once in game players don’t spawn here again)

Main Map Spawns need
Use as Island Start - Off
Enabled During Phase - Always
Priority Group - 1
Team Settings as per location

Use as many pregame spawnpads as players your island is set to take.
Similarly Main Game Spawns need as many spawnpads as players, divided into the teams.

End of Game area, is not normally considered as once a game finishes, the Victory/Defeat screen happens and the whole thing starts over again.
To have an end of game area, the game should not use Island Settings to manage the game end and use devices to manually control the flow, teleporting the players once the conditions you’ve set up have been met.

I’ll go to the other post re team selection and see what I can rave on about

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Hello @0111 !

Thanks for reaching out to me for suggestions on what you can do for your game flow set up. I have prepared a game flow chart that I hope should provide you with a bit more insight on how this can come to be.

Neverending game flow chart_by Dragon

Click the Link to View in Detail

The Type of System you are describing requires that you might have to work with the game win conditions manually - managing everything from rounds to teleporting the players to a designated game end area without the use of the system regulated settings, that are usually set up in island settings.

It is meant to provide an never-ending game experience, however you can implement a max games condition that will end the game with a game end device once a certain amount of games have been completed.

This game flow is a simple base to help you garner an understanding of what is required to achieve this particular game flow system. Further adjustments may need to be made on your behalf to fit the project your your specific requirements.

From what I am reading and the chart I have created, you will require these devices to get started on setting up this type of flow

DEVICES

  • Class Selectors
  • Class Designers
  • Team Settings and Inventory Device
  • Mutator Zones
  • Timer Device
  • Teleporters
  • Trackers
  • Channel Device
  • Check Point Pads
  • Triggers
  • Save Point Device
  • Player Spawner Pads

Some tutorials that will help guide you on your way include

How to Create Rounds within Rounds In Fortnite Creative

How to Create A Pregame Lobby

You will need to adjust this to include the class selectors - rather than just teleport them to the game area- but it shows you the basic standards to how to create a pregame lobby in FNC.

Let me know, @0111 if this helps give you some clarity on how to go about creating a system such as this. In addition, if anyone else is needing this information too, and stumbles across this post - I hope they find it beneficial as well.

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