Spawning Players In Different Locations On Different Rounds

I have looked for videos on this and other posts, and they are all outdated, or the info in the post didn’t help/work, or they are for teams, and there are just a lot of devices that are not needed, and things get confusing when trying to make an FFA. I’m truly surprised someone has not made an updated video on this. But here is my issue.

I’m trying to make an FFA box fight and zone wars on the same map, with a pre-game location for people joining the map before the game starts. I can’t get the spawns to work. It feels like I have tried everything! and still can’t get anything to work. I have tried just using spawn pads, then I have tried using spawn pads with a reference pad and a rift teleport, or just a spawn pad and a rift teleport, and I still can’t get it to work.

Now, the path with the spawn pad/reference/rift did work for the most part, but after every round, it would send everyone back to the pre-game lobby and then count down before sending everyone to the next round location, and I didn’t want that. I wanted everything to be smooth and go from one round to the next over and over without going back to pre-game after each round. People said in order to do that, you just use spawn pads and link them to each other, and it still didn’t work.

I even tried setting the spawn pads to teams or with a class for each round, and still nothing. It will either spawn me in area one over and over, or area two once or twice, then back to area one, but not in any order. So, can anyone please explain to me or point me in the direction on how to set up spawnpads that relocate players on each round? I can’t believe that out of all the devices I have messed around with, spawn pads are giving me the most trouble.

You have no way to manipulate spawn pads per round but what you can do is to use multiple round settings device for each round and that should help you identify which round it currently is and with this way you could run different code/logic based on if its eg round 1 and different for round 2, teleporting them accordingly starting the storm etc

No clue on how i would go on to do that. But I guess i will continue to test things and look for other help. thanks for the info

The class method works, but the game needs to be managed by devices instead of island settings. That way you can change everyones class just before a round ends.
It has to happen before the round ends, because the engine decides round spawning before the round starts.

Set your Lobby spawns to a priority of 1, and class set spawns to a priority of 2 so they have a higher priority.

There is some ways that you can achieve the expected result of different spawn zones per round:

1- [Verse] Verse runs before creative devices during round initialization, you can try using verse to setup player spawners (enabling/disabling), teleporting the players to desired locations or even teleporting the player spawners itself.

2- [No Verse] Player Spanwers have team and class settings for filtering allowed players. If your current setup permits using one of these two, you can configure different teams or classes for each round, and use that to filter where the spawn areas are supposed to be. You can also use the Round Settings Device to manage other device logic as needed.

3- [No Verse] You can also use other methods, such as player counters that triggers for each player and setup them correctly. Can be using a teleporter device or even spawn pads “Force Respawn” event. You can still use the Round Settings Device to manage other device logic as needed.


Additional information about player spawners and game phases:

Keep in mind that spawn pads have different enabled states for different game phases (Enabled During Phase), and it’s behavior can affect other phases too:

Spawner Device (Enabled During Phase setting):

  • Always → Enabled on all phases
  • Pre-Game Only → Enabled only during PreGame phase
  • Gameplay Only → Enabled only during Gameplay phase
  • Create Only → Enabled only during Create/Edit Mode

Creative Game States:

  • Edit/Create: When you have the Creative Phone and can build/edit your island project. (Obviously, this phase is not present on published projects)

  • Waiting for Players: When you launch a public/private code and wait for time before start

  • Countdown: Preparation, Setup and Countdown Intro Anim (Countdown phase always exist, it - may be instant if not set to seconds in island settings). (Some devices can set to be triggered on this phase)

  • Gameplay: Constant phase, the experience keeps on this phase during gameplay

  • Game Start: Devices Initialization (Some devices can get triggered on this phase, such as triggers set to be fired at game start)

  • Game End: Round End (May include Slow Motion Anim if configured). (Devices can’t be triggered anymore when game enters this state)

Now, comparing to the device options:

  • “Always” include all game states and the device will be active forever (unless disabled by channels/events);
  • “Pre Game” phase includes only the “Countdown” game state;
  • “Gameplay” phase includes “Gameplay”, “Game Start” and “Game End” game states;
  • “Create” phase includes only the “Edit/Create” game phase

Aditionally, the device has a option “Use as Island Start”, where when set to true, the device will be enabled during the “Waiting for Players” game state (only effective on published islands/matchmaking).


An example of incorrect interactions between game phases/states is the following:

If you have only spawn pads set to “Gameplay Only”, because on how fortnite creative works, players may get spawned in middle air during Pre-Game, Game Start or Countdown phases.
This happens because on these parts the player is already spawned as soon as they join the map, even before the Gameplay phase starting, and consequently before the device getting enabled.

If you want a spawn pad working during “Waiting for Players” and “Pre Game” for example, you need to set the option “Use as Island Start” to true and “Enabled during phase” to “Pre Game”.

At the end, you will need to check what fits your intendeed behavior, adjust to achieve what you want, and combine with one of the three examples mentioned earlier to achieve a desired round-by-round behavior

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