Summary
Hey,
The Team Settings & Inventory Device
pivot point isn’t at the bottom of the device making the pressing of the “End” key on the keyboard to drop it to the ground kinda of useless as it puts the visual part of the device that’s at the bottom go through the floor and be under the floor.
Same thing when we drag and drop that device from the Content Browser, the pivot point is on top of the floor but the visual part is hidden under the floor making it hard to select and visually not so clearly visible (in Editor).
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Devices
Steps to Reproduce
- “End” key :
- Move a
Team Settings & Inventory Device
in the air (a certain distance above the floor)
- Press the “End” key on the keyboard
- Tadaaaa : The device visual part is under the floor and the number of the team on that device is half way through the floor.
- Content Browser :
- Search for the
Team Settings & Inventory Device
in the Content Browser
- Drag and drop it in the 3D viewport
- Tadaaaaaa : The device visual part is under the floor and the number of the team on that device is half way through the floor.
Expected Result
In both cases, the bottom part of the device (visual platform) should be on top of the floor.
Observed Result
The bottom part (visual platform) is under the floor and the number of the team (sprite) is half way through the ground
Platform(s)
PC
Upload an image
That’s correct, the base is just attached to a spring arm for cool visuals, other devices have similar behaviors.
The device itself is the visual icon, In fact, lots of other devices (such as the different volume devices) also has the base, but they being hidden since not being much sense.
Also, that spring arm that I said, there is no “correct distance”, it literally does not affect the transform and are not a reference for positioning it
Many of these devices had bases due to legacy 1.0 creative, where were common players placing the devices on the ground, but that is just visual, and over time many devices had it removed since not making much sense anymore (These devices don’t require accurate positions for the gameplay mechanic or functionallity to work).
Another example of spring arm is the camera on player pawn, the player pawn is at some position, but the camera is attached to a spring arm and offset from the actual pawn position, this is by design.
If by “Volume Device” you mean the device that’s called like that, then yeah it has the same issue by having the “Sprite” being half in the ground when we put the device in the world, and also its “blue colored cube” around it is half way in the ground which is not correct knowing that other “Volume” devices (i.e Skydive Volume, Mutator Zone, etc…) have their “colored cube” properly placed meaning not half way in the floor as their pivot point is properly positionned and the Sprite / Image of the icon is in the center of the volume.
So it shows an inconsistency from Epic Games where they do one thing on some devices and another thing on other devices.
And also those devices that have their Image AND / OR their sprite half way in the ground creates and issue with the “End” key being pressed that should put the device on the ground.
Also having a volume half way underground would creates issues like half of the volume being useless and also it could create an issue if you have a level underground that players can access, they could hit that “trigger box” from underground which would usually be an unwanted behavior.
You could say that the creator can just lift the device a bit up to solve that and I would agree but it’s not practical. It’s faster to have the pivot point at the bottom and the icon at the center of the volume to make it visually clear and practical to use.
Best Regards 