UEFN Island settings FFA but forces player into teams

Hi there,

Having an issue where my island is set to FFA but when I get a second person to join they are forced into a team with my first character. I have tried setting team size to 1 .

I have tried adding a Team Setting and Inventory object as well and that seemed to make no difference. I set the Max Initial Team Size to 1.

I have tried setting my pregame player spawner to team none and any. I have tried setting my in game player spawner to None but that resulted in my player spawning at world 0 so i set it back to Any.

Thank you

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@OddButAwesome Thank you for your report! We would like to look into this further, would you be able to submit a bug report using the form available here? Fortnite Creative
For more information, such as how to get the reference ID, please check out the article here: https://create.fortnite.com/news/using-the-creative-and-uefn-bug-reporting-form

Get rid of your Team Setting Device

Are you using a Class Designer ?

Maybe change your Island Settings Team Size from Dynamic to 1

Your settings seem OK

Do you have a spawnpad per player for both pregame and game, perhaps sharing spawnpad is causing issue ??

Team device gone. Just tried using Class Designer - same result. I tried the Team size to 1 as well but still forced teams. I have since deleted the Island Settings and dropped in a new one and copied the settings across - same result.
There are 50 pre game spawn pads and 50 gameplay ones in different locations. The setting is max players 50.
Its getting weird. The settings feel like they should do what they say they are supposed to do but theres something behind the scenes messing things up and using things like the Team or Class devices feel like an extra layer that shouldnt have to ‘correct’ the Island Settings.
I have posted bug reports on both my issues. Thanks for your responses tho. Always good to have something to test problems against.

In Spawnpads try putting Player Team to none, (graspong at straws).

Are you using launched session or a private version ?

I have found that I can set the pregame spawn pads Teams to None and it still works fine for that part. But if I do None to the gameplay ones the player spawns at world 0 and up in the air. If I set the gameplay spawners to Any then the player spawns in the correct location/s.

Strange that the Team allocation affects spawn location. My Island settings for Teams are Free for All.

I just tested these on a new blank island with the same results. Its strange I haven’t found any other people with this issue.

I test on a published / unlisted versions. Launch Session doesnt work with the pregame spawns and I just spawn at the gameplay locations instead. The second PC gets a matchmaking error #2 if they try to join with an unpublished version. I heard that if the second PC was on my (Creative Portal) team this may not occur but I will eventually be testing with 50 strangers/volunteers when the time comes and may not want to set up all of them on a team so I avoid this as it won’t be a true test of things to come.

Yes thats a problem,

It is crazy, i was wondering if you would have spawn issues with that setting, and yes it thinks you have teams.

Even on a new blank map, I feel for you

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Just to let everyone know I have found a solution that works for me. Using a Team Settings & Inventory object I was able to hide player health indicators for all other players.

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I am now having this issue :frowning:

Did the Team Settings & Inventory object not work?

No. Im currently trying to see if “Split Evenly” on the island settings will make 1 person go to each team if i set max players at 16 (and have 16 teams set up). Very frustrating that it seems like my teams set up breaks each update. This used to work great, all of the sudden it doesn’t. And FFA is still broken too, every match ends in a draw even if I have the tie breaker set to “time alive”.

Any solution, I’m so fed up of this now its ruined my last 2 maps upon release due to broken team settings which have been configured correctly by me but epic can’t work it out. Thanks.

Starting to get fed of up this stuff now, I mean teams is such an integral part of the game why is it not thoroughly tested before pushing updates???

2 Likes

My issue is new players spawn on team 2 and they should not be. It is 1 vs many and I disabled team 2 selection but I guess the game wants to balance it and spawns new players to team 2 and I just cannot stop it. And I guess how game decides to allocated new players joining is really beyond what the map can do.

I am not sure how Team Settings & Inventory would help but I appreciate the follow up. And thank you for this tread!

Same issue here :raised_hand_with_fingers_splayed:

1 Like

@Fortnite_Tourney
Hello friend, I’m not sure if your issue has been resolved, but my map encountered a similar problem. I need all players to start in Team 1 at the beginning, and during the game, players can switch to other Teams. Playing the game using PUBLIC mode works normally, but when playing in PRIVATE mode, the second player will be forcibly assigned to Team 2. If there is no Player Spawner Device for Team 2 present or enabled, the player will appear in the sky.

; Then I tested different Team settings and combinations under IslandSettings, only to find two results: either Teams couldn’t be switched, or players were forcibly assigned to other Teams.

; My final solution was to set the Player Team of the Player Spawner Devices at the start of the game to Any, and set the Player Spawner Devices for other Teams to Disable. When the game starts, I set a trigger event to Enable the Player Spawner Devices for Team 1 (for respawning), set all players in the Mutator Zone to Team 1, and Disable all Player Spawner Devices set to Any. This solved the problem.

; The downside of this solution is that in the official game, when playing using PRIVATE mode, it shows “different Teams,” but the actual game can be on the same team due to the previous settings, which might confuse players who join the game.

Raises hand on this issue.

I published an FFA game a couple weeks ago no issue. Been working on a new map for a week in the edit mode and always puts players on separate teams. Upload a private version today and my two test accounts load into game on same team. ?!? But they are individually named in the scoreboard. I have changed every setting possible. Edit mode works fine, but as soon as I upload to private version they spawn on same team.

When you did this did you set team size in Island settings or in the team settings device?

I am feeling your pain now. Really annoying. Seems like us developers have to spend hours and hours on work arounds for simple game mechanic tasks that have bugs. ugh

A little more info…

My issue seems to be a player/epic id related.

PlayerA: Epic Creator Account Owner (Windows PC)
PlayerB: Administrator on Creator Account (Windows PC)
PlayerC: Administrator on Creator Account (Windows PC)

PlayerA and PlayerB start a game ALWAYS on same team.
PlayerA and PlayerC works great!
PlayerB and PlayerC works great!
PlayerA and PlayerB and PlayerC start game, PlayerA and B on same team, PlayerC alone.

If PlayerA and PlayerB are in the same game they get matched onto same team.

FYI I am controlling all three. All three PC’s on same router/internet connection.

This is only on Private Versions. In UEFN edit more works perfectly. I have uploaded about 20 different private versions changing every single setting/device I can think of to get FFA working and always the same result.

All three accounts are also Friends. They NEVER join in a party. Sometimes I key the private code, sometimes I click on “join game”

This is still a major issue.

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@SGSensei Thank you for your report! Can you please re-post using the “New Issue” option on the Issues and Bug Reporting forums? Posts with this feature are connected directly into our development team so we can quickly get to them!

For more information, such as how to get the reference ID, please check out the article here: Using the Creative and UEFN Bug Reporting Form