Teleporters,secondary tracks, and checkpoints not putting player back in front of correct checkpoint upon crash - live edit session behaves differently than private or published island

Summary

Whenever a player is transported to a secondary (or tertiary, etc.) track, the player does not respawn in front of the last checkpoint through which they drove if they crash or get reset in any way. A creator was asking for guidance on this issue and will reply to this post with their island code.

So I have created a small island with the private island code: 1477-5365-9952 to show off what is going on.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Live Edit

Steps to Reproduce

On my track with the provided private island code:
Drive through the teleporter on the first track and through the teleporter on the second track. At any point before you get to the tertiary track (on my course) If you jump off and touch the water, or hold down on the d-pad (or press F) to reset your car you will be reset correctly. Obviously the racers will accidentally crash and you are simulating that. Now drive through the teleporter at the end of the 2nd track and reset your car.

I’ve been saying these steps are for my island because the creator who brought this to my attention has more or different inconsistencies where you will get reset to the teleporter on the first track. His track is much longer than my little test scenario but both show inconsistencies between what happens in the live edit session and a published/private island.

Expected Result

We would expect that the car is reset just before the last checkpoint they went through, or to a section on the track to which they were closest.

Observed Result

The car is reset just before the last teleporter they went through on the previous section of the track. The checkpoints are lighting up correctly and after I am reset on the secondary track, I can turn and look at the green checkpoint in the middle of my tertiary track. I can’t find any setting that would cause this behavior.

Platform(s)

UEFN, Fortnite

Island Code

1477-5365-9952

Additional Notes

Live edit session behaves differently than private or published island:
There is no issues with the resetting of the cars in the live edit session. If you drive through a checkpoint on the tertiary track and then reset, you will be reset to the tertiary track. It’s when you create a private island and/or publish it that you get these inconsistent results. On longer tracks, a reset that takes you back so far basically makes you lose the race. Just an example of how it would break the game. Thanks for your assistance!

Here is how I have my checkpoints set up, which should be correct but please let me know if there are any errors here.

Here is the checkpoint on the tertiary track that has a checkpoint lit green, showing that I went through the one before it and then reset to the secondary track, which is not good…

I have faced the same issue. My island code is 2105-4330-0183. Please follow the link that will take you to Google Drive, and you can check the videos for live editing where the checkpoints work fine. The other one is for the private or public versions where the checkpoints seem to be either not registered or the game doesn’t allow them to work, so what happens is when a payer hits the teleporter from the primary track to the secondary track, it works, but once a player crashes it in the secondary track it takes the player back to the primary track it’s like the checkpoints never exist they are only there.
live editing video proof
private or public version