that is bizare
I logged in and ran in, it put me in Dragonmouth, ran out, ran a little distance, ran back in, back to off the map desert. I have another video if y’all want.
It just appears to be random
Seems like something losing it’s mind. lol
(not you).
Thank you, I was beginning to question that theory also.
AH HA! So that dungeon section is actually in that location of the map.
Sounds like a Jhebbal Sag bug that happened before.
Sadly, another whoopsies by Funcom. Just another thing with an easy fix that’ll take 3 years to get around to.
That makes sense.
It also explains why the development team basically closed off that whole area where nobody could teleport out there like they use to be able to do.
Anyhow, that’s an issue the devs will have to take care of.
I think it is an issue with the invisible load door… like @Mozzie said, when you hit that load door, it is linked to the interior “Dragonmouth”, but the game is either calculating the player position incorrectly or, it is calculation the dungeon incorrectly and the dungeon is not rendering where the player is. I am not a UE5 modder, so this is all just a guess.
Yup, this is going to take much more brain power than I have available, so Devs are it. Thanks guys, at least I know I’m not losing my mind.
I’ve been playing around with it. Can confirm it’s a portal actor that’s incorrectly positioned. By simply moving it along it’s Z-axis fixes the problem.
Ya I went in, ghosted and flew straight up, you are exactly where you are supposed to be, but below the Dragonmouth. I have a video that shows, if you fly straight up and look at map, you are in Dragonmouth, when you drop straight down, you are at O 14. I think it’s a UE5 collision bug. UE5 has mentioned in their dev blogs that they are working on a collision fix.
This is probably the same bug that cost me two level 20 named Accursed fighters in Cyclopean Halls, when they just fell through the floor and were permanently gone.
Basically I think, what is happening is, the player renders in before the collision is placed below your feet. But I could be completely off on all of this.
I’ll add the video and pay attention to player location on the map.
https://www.youtube.com/watch?v=PcBUle_XSnc
Google: "This issue usually happens because the player spawns a split second before the landscape or flooring collision fully loads, causing gravity to pull them downward.
Here is how to fix this common Unreal Engine 5 teleportation and streaming bug:"
Same conclusion: This is a problem for the Devs. ![]()
I have one more test I will try tomorrow, that may fix it and that is:
Changing the FPS cap from uncapped to 60FPS - causing things other than the engine, to slow down a bit.
The best way to explain it I guess is to imagine that there are several, invisible teleporters at the front of the cave. These teleporters at the front of the cave (position A) all work to take the player to the interior area of the cave (position B). These portals are married, meaning each one takes you to their ‘mate’ on the corresponding end.
Keep in mind, there are ALSO multiple teleporters at position B. You can normally travel back and forth through them, between A and B. However, One of the teleporter actors on position B is incorrectly positioned.
All that needs to be done to solve the problem is you go into the editor and you move the one portal that’s placed incorrectly at position B. Problem solved. It actually took me longer to explain how to fix it then it would take to fix it in editor.
Yes. I understand how load doors work and how they are linked. I have used them in mods in other game engines. I am still not convinced it’s the load door or Portal as you call them - same thing.
I think the collision is not fully rendering before the player renders in, causing you the player to drop directly below where you should be standing.
Now I do not know any of the UE5 stuff at all, I don’t claim to know any of it. But I do know how load doors work, and it appears as though the load doors / portals, are working, Portal A ports you to Portal B but there is nothing there to stand on, because the collision for the floor has not fully rendered. I think that is the issue - the Devs will know and if slowing down the port slightly does the trick then that will almost certainly point to the collision.
Probably multiple spawn points and one did not get moved to the new location.
Hmm, I see you’ve boldly ventured where no exile has ever gone before
Everything I tried, including engine.ini tweaks, did not have a significant effect. The dropping through the floor after transition was still random.
I even tried engine.ini tweaks to force the engine to handle the NVMe speed better. Still no significant effect.
I also tried engine.ini commands forcing your CPU to work faster, the Conan Exiles game code at Dragonmouth completely skips sending the “create collision” command during that specific biome hand-off.
The settings told the engine to load data faster, but the game simply forgot to give it the data to load. This may not be 100% accurate description but it’s basically what is happening.
So, we just wait for the Unreal Team or Inflexion to find a permanent fix.
I gave it all I know how to do, maybe someone else that knows UE5 better can give us a point in the proper direction.
@Dana This one is kind of a important one to fix if you can pass it on to the team … it allows people to get easily out of the bounds of the green wall of death that borders the exiles land … I already reported it during the beta , but since it’s not consistant I wasn’t able to reproduce it ( guess I just got un/lucky) so I thought it was fixed before CEE launch !
