Switch Device Fails to Update Collision State for Custom Mesh Barriers

Summary

When using a Switch Device to toggle between two custom static meshes - one with BlockAll collision (ON state) and one with NoCollision (OFF state) - the collision persists even after switching to the OFF state. This results in an invisible, impassable barrier.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

  1. Place a Switch Device in the world.

  2. Set up two custom static meshes:

  • ON Mesh: a hollow cube with BlockAll collision

  • OFF Mesh: a hollow cube with NoCollision

  1. Configure the Switch to toggle between these two meshes.

  2. During gameplay, toggle the switch from ON to OFF.

  3. Attempt to walk through the area where the mesh used to be.

Expected Result

Toggling the switch OFF should swap the custom mesh to the one with NoCollision, allowing players to freely pass through the space.

Observed Result

After toggling the switch OFF, the custom mesh becomes invisible as expected, but the collision from the previous ON-state mesh remains. The player character collides with an invisible impassable barrier, causing jittering, unintended interactions, and navigation issues.

Platform(s)

PC, XBOX Series X, PlayStation 5

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Additional Notes

  • The issue appears consistently in both live and preview sessions.
  • The mesh visibly swaps correctly, but the collision is not cleared.
  • This renders Switch Devices unreliable as a replacement to the currently broken Barrier Devices.

This bug prevents creators from using Switch Devices with custom meshes as an alternative to the currently broken Barrier Devices. As a result, essential gameplay areas remain inaccessible, and multiplayer sessions are significantly disrupted.

FORT-945413 has been added to our ‘To Do’ list. Someone’s been assigned this task.

Hope this gets fixed soon. I used the switch similar to how you are but havnt been on the map in a while but assume itll be the same.

The good thing with this is it saves/is per player so its vital that this should work.

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