Summary
Since the release of Fortnite UEFN v37.00 (August 7, 2025), I’ve encountered a critical issue affecting my published island Sky Heroes Tycoon. Items spawned using the item_spawner_device
no longer behave as expected - they now appear higher than the device’s location and remain floating in midair, ignoring gravity entirely. This is breaking progression for all new players and appears to have been live since the 37.00 release.
I’ve included a screenshot of the issue and can provide more test cases if helpful.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Devices
Steps to Reproduce
-
In UEFN, place an
item_spawner_device
in the world. -
At runtime (in Verse), move the spawner to a new location slightly above the player - around 200-300 units higher, with a bit of random X/Y offset.
-
Call the
SpawnItem()
function to spawn an item (I use a diamond, but the issue appears regardless of type). -
Observe the item’s spawn position and behavior.
Expected Result
When the item_spawner_device
is moved and spawns an item, the item should appear at the device’s new position and fall naturally due to gravity - either landing near the player or being auto-collected.
The spawner’s “Initial Movement of Item” setting is correctly set to “Gravity”, and this setup worked as expected prior to UEFN 37.00.
Observed Result
The spawned item appears higher than the spawner device’s position - seemingly at the top of a bounding volume - and remains suspended in the air. It does not fall or obey gravity. The item cannot be collected, blocking quest progression and core gameplay.
Platform(s)
Xbox Series X, Playstation 5, PC
Island Code
9881-8842-2718
Upload an image
Additional Notes
This bug is currently live in Sky Heroes Tycoon (Island Code: 9881-8842-2718) and is significantly impacting the player experience - especially for new players. Because diamonds are required to complete the very first quests, and they now spawn out of reach, progression is blocked within minutes of starting the game. I’m already seeing signs of early player drop-off as a result.
I’ve also reproduced the issue in a second, unreleased project (not named here for confidentiality). The setup in that test environment is minimal and clean, which suggests this isn’t an isolated case or project-specific issue - it appears to be a regression in the core behavior of item_spawner_device
introduced in 37.00.