UEFN Scene Graph – Custom Weapon Entity Prefabs Ghosting in Published Islands

Summary

Scene Graph custom weapon Entity Prefabs suffer from severe visual ghosting during ADS in published private/public islands, but work correctly in UEFN edit sessions. Reproducible with untouched official weapon templates on a blank island.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Scene Graph

Steps to Reproduce

  1. Create a new blank UEFN island.
  2. Enable Scene Graph if required.
  3. Create an Entity Prefab using the official assault_rifle_template, without modifying any components, meshes, materials, or scripts.
  4. Place one instance of the prefab in the level.
  5. Launch a UEFN edit/play session, pick up the weapon, aim down sights (ADS), and quickly rotate the camera left and right. The weapon behaves normally.
  6. Publish a private island version.
  7. Launch that private version directly from Fortnite, pick up the same weapon, aim down sights, and quickly rotate the camera.
  8. Observe the weapon model visually trailing, doubling, or ghosting during camera rotation.

The issue also occurs with other official weapon templates, including pistol_template and shotgun_template.

Expected Result

The weapon mesh should remain visually stable and correctly attached to the player’s hands while aiming down sights and rotating the camera, in both UEFN edit sessions and published private/public islands. There should be no ghosting, trailing, or delayed rendering.

Observed Result

In UEFN edit sessions, the weapon works normally. However, in published private and public islands, rapid camera movements while aiming down sights cause severe visual ghosting, trailing, and apparent doubling of the weapon mesh.

The issue occurs even with an untouched official weapon Entity Prefab on a blank island, without any custom assets or Verse scripts.

It is reproducible and significantly affects gameplay. Standard Fortnite weapons do not exhibit the same issue in my tests.

Platform(s)

windows

Island Code

2100-0691-5689

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Additional Notes

Extensive troubleshooting has already been performed:

  • Tested multiple official weapon templates on a blank island.
  • Replaced the original weapon materials with a simple opaque material.
  • Tested different meshes, collision settings, graphics settings, and Scene Graph entity hierarchies.
  • Created a Verse diagnostic component to count weapon entities. In a published private version, the diagnostic found 1 component-bearing entity while the weapon was on the ground and 0 after equipping it. This does not conclusively rule out internal rendering or replication issues.
  • Tested an experimental Verse component using GetLocalTransform() and SetLocalTransform() repeatedly to refresh the weapon mesh transform. The code compiled and ran, but did not fix the ghosting in the published private version.
  • No tested workaround has resolved the issue.

Another creator reported a very similar problem on October 9, 2026:

Tested project: THEPIT1V1
Island code: 2100-0691-5689
Private test version: 15

Please investigate this issue with the Scene Graph / Custom Items engineering team, confirm whether it is already being tracked, and provide the associated FORT bug ID if available.

This issue is blocking the reliable release of custom weapons using the officially provided Entity Prefab templates.

same here

1 Like

We’re working on this issue and should have a fix in 43.00. It was discovered internally earlier, so the Jira ticket generated by the forum hadn’t been linked to our internal one yet. We have that linked up now and QA is confirming the fix.

FORT-1173017’s status has changed to ‘Ready for QA’. A member of the QA department is investigating the issue.