Spawn pad logic is so flawed

The current way player spawners behave is so flawed. Even if I disable a spawner before the round ends, and enable the desired spawners before the round ends, the players keep spawning at the same spawn pad even when it is disabled in the next round. This is also when the spawn pad is set to “None” for the available during phase, which, according to the AI and documentation, should mean it is never re-enabled until it is done so by event binding or verse. There is no combination of options or anything that seems to work. It should not be this difficult to set up players spawning on different spawn pads for the next round. Having UEFN decide the spawn pads in between rounds and not when the round starts is a flawed way to do it because in practice the only functions we are given is OnRoundStart.

Yes, I agree

Spawnpads reset each round so any change before a round ends does not carry through to next round.

Players are assigned spawnpads before the round starts, so disabling them on round start is too late for round start spawning.

The workarounds are work

making fake rounds is an option

or using class change, but device or verse is needed to control the game instead of island settings, because the players need to change class before the round ends, probably between the winning event and the device that is ending the round.

Spawnpads are set to a specific class for each area,

Changing class can be done by on enter/exit of a zone, but more reliable is using a player reference devices for each player.

the class selectors will have to be enabled/disabled as they will all use the on activated event of all the player reference or the enter/exit of a zone.

So the class selector of the next area’s class needs to be enabled and all other class selectors disabled, so the players change to the correct class for the next area.