Wildlife/Guard Spawners cause extremely high ping on map

Hi,

Having an issue with my map where if I have placed even one wildlife/guard spawner (on a landscape) the map is unplayable and extremely laggy and I see a wifi logo at the top of my screen. If I delete the spawners the map works perfectly.

The wildlife and guard spawners are key to this map, so I can’t move on without them.

Any help would be much appreciated.

Thanks!

Hey LargeRedApe,

That sounds like an issue, I’m working on a map with a few wildlife spawners !

Is this in a launched session ?
Hopefully it performs better once uploaded to Private or Public.

Whats your region ?
I’m Oceania, Aussie outback and do get a bit of yellow and red connection, or the dreaded Network Connection Llama, on larger maps.
But I can play test my current one without too much of an issue with 8 spawners.

@LargeRedApe 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: https://create.fortnite.com/news/using-the-creative-and-uefn-bug-reporting-form

@Wertandrew @Stevie-Moon

I’ve found the cause (And solution) to guards creating massive lag spikes in scenes.

The guards will cause the map to be unplayable if there is any objects that are being animated by a sequence in the map (An elevator for example). So for all objects that are being animated you must turn off “Can Ever Effect Navigation” on the actor and static mesh.

If there is even 1 object that is animated with this setting still turned on I believe the guards are trying to navigate a path with the object moving every frame and it causes extreme lag. If you manage to apply this to every guard.

After going through my scene and turning off that setting on all animated objects everything works perfectly. You can even have guards running around on animated objects after fixing this.

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