Game mode: Online Private
Type of issue: Bug
Server type: PvP/PvE/RP
Region: US/EU

Bug reported in 2 previous threads by multiple servers is caused by a function in BP_SafetyNetVolume errors teleporting mobs to the 0-point on the Exiled Lands and Siptah maps.

It is caused by a section of the code in BP_SafetyNetVolume2 and _251 which “Disables snap-to-ground to avoid exploits.” However this also causes the unexpected side effect on high population servers of teleporting random mobs away from players attempting to fight them.

Ostensibly this is there to prevent under-meshing exploits seen on some official servers. HOWEVER, on private servers we need a way to turn this function off or swap it for snap-to-surface, at least for the Actors, so that we can PvE reliably.

@Ignasi Thank you for your kind attention on this thus far. Linked in images is the offending section of the event graph HOWEVER this is BP_SafetyNetVolume NOT BP_SafetyNetVolume2 which is what shows up in the log error so may not be the direct culprit (also the code line is disconnected at the moment but that may be a devkit issue and not the same as in-game measures).

Please give us an option to use the snap-to-surface function instead of the 0,0,200 warp so that we can more reliably PvE on private servers. It is killing a lot of communities at the moment.

Please provide a step-by-step process of how the bug can be reproduced. The more details you provide us with the easier it will be for us to find and fix the bug:

  1. Load up a server with high population or low sFPS.
  2. 1st player spawns 1000+ mobs, 2nd player teleports to 0,0,200 point, 3rd player teleports around aggroing in-world mobs
  3. Watch as aggro’d mobs begin to telelport to 0,0,200

Previous threads:


Reference Image of Blueprint:


A post was merged into an existing topic: Basegame NPC’s all teleporting to 1 location