The lava tile in my UEFN map is connected to a damage volume and a elevation step. Through the cinema sequencer I can let the lava go up.
During the gameplay the character can touch the lava once, and then the lava tile acts normal; it lets the player bounce and gives the character damage.
At the second encounter with the lava tile, the player starts to stutter in the same position, not being able to build, takes damage from the damage volume and eventually will fall through the lava tile and the elevation step.
I have made a floor is lava map before and here the lava tile does not have this problem. Eventhough I did not change anything about the lava tile in the new map it gives me a whole new experience.
Is there a solution out there, as I have seen more topics like this.
I would have liked to post a video that I made of the issue, but I was not allowed.
Here are the options from my lava tile (which are the same in my other map, where the lava tile does work (almost) normally).
Is lava surface “True”
Mirrored “False”
Play Bounce “True”
Propagate Bounce “True”
Propagate bounce effects “False” No collision “False”
Allow custom material “False”
Do not block marker tracker “False”
Forcibly Structurally Support “False”
Register with structural grid “False”
Allow weak spots “True”
use complex for weak spots “True”
Building attachment point “0-0-0”
Building attachment radius “32”
Building attachment slot “Slot none”
Building attachment type “attach floor”
building placement type “free”
parent actor to attach to “none”
saved healt pct “1”
Actor hidden in game “False”
Dynamic building placement “counts towards bounce”
is navigation indestructible “False”
player placed “False”
force damage ping “False”
propagate draw distance “True”
allow interact “True”
show first interact prompt “True”
show second interact prompt “False”
allow hostile blueprint int “False”
Team “Spectator”
Allow team damage “True”