SPAWN EVENT DOESN'T WORK FOR PLAYERS WHO JOIN IN PROGRESS

Summary

for players who join in progress in my published map (i think it happens because spawn event is triggered when a player isn’t already loaded in the map) spawn event this is not triggerd, both with verse or with the player spawner device binding.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

Placing player spawner devices, using spawn event with verse or with the spawner device to activate other devices (for ex start timer device for player, showing hud msg device), for player joinin in progress the first spawn is not counted from the spawn event

Expected Result

The spawn event should be triggered for player joinin in progress

Observed Result

Nothing happens

Platform(s)

pc

No reply, and this is a huge bug, thanks to all!

I always Sleep(5.0) and use the PlayerAddedEvent()

Some people check when the fortchar is running ect or also to check if a player is in the mutator zone various options are open for you.

The reason why i use Sleep(5.0) is i found many device ie hud sometimes defo teleporter need that for it to catch up

so using a mutator zone in the player spawner device location enabled on game start will work?when a player spawn in join in progress, will sent the “playerenteringzone” when it spawn also if he doens’t move? or i need to use the isinvolume function in verse?
and exemple of your function can be
Playeraddedevent.Subscribe(Function)
Function(Agent:agent):void=
Sleep(5.0)
Teleport.Teleport(Agent)
correct?
and for mutator when isinvolume is valid, i will active the devices?

Yes something like that

I only use the PlayerAddedEvent

Then let that run a func then spawn a func wait 5 seconds then it seems to be fine for me

You can also spawn the func and instead of sleep run a loop and when the fc is active then break the loop ect to be safe

I think the player gets added fine ect but the player might not be asigned a fort char yet hence not teleporting for example this 5 seconds always works on my maps so i just do that tbh

But technically the player is active on game start, no? so will be broken instatly while devices will not activeted

On game start i use both spawned event and get all players using the playspace then run the same function and check if the player is in a map. This way the event will only run once but you have 2 checks.

When a player jip the player could be active but they may not have been assigned a fort character yet hence the various methods creators use to delay/wait for that.

Like on game start if you run the spawned event and also the GetPlayers() then run a function

function checks if player is in a map

If not in the map run an init function

The player will only pass the map check once for every spawn ect so it will not dupe funcs

How do you check if a player is in the map? And obv you use the sleep 5.0 in the spawn event function? (Same function of player added and spawn event)

if:
not YourMapNap[Player]
then:
Do Your Stuff Here

This is my setup to give you some idea. Ive snipped it so it stands out more

Then…

At game start all players should be active so either the spawned event or the Playspace() deals with that the jip i found to be the issue for me hence numerous ways to wait for the fc to be active.

Hope this helps and shows abit

Like i said some creators wait for the fc to move/run or be picked up in a mutator

This is the post i created ages ago to also show some insight

Hope everything helps and always reach out to the verse community on the official uefn discord they are amazing and will help you questions ect

Thanks! In uefn discord none never reply to me😅, thanks for the help!

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