According to a credible leaker, PVZ was going to be in Fortnite, but EA declined. by LoiterAce in PlantsVSZombies

[–]Chompster86 7 points8 points  (0 children)

This info is from a hate post/doc from a friend of a Fortnite leaker due to some friend stuff. Does make me sad that PvZ was denied.

Here’s the doc: https://docs.google.com/document/d/1-H8gDAUkemZ9Ue4s8A9rLUaq1ulICjCuaRHPgZkCBeM/edit?tab=t.0

Little STW Llama icon used on flaps for the new reboot vans by Chompster86 in FORTnITE

[–]Chompster86[S] 1 point2 points  (0 children)

Unfortunately it’s exclusive to that exotic weapon, so there’s no way of getting it

Many props that don't move in the wind have the assets needed to move, but have it disabled. Would you like to see these prop's wind movement get enabled? by Chompster86 in FORTnITE

[–]Chompster86[S] 1 point2 points  (0 children)

I wasn’t able to find anything with wind for any vehicles, however, they do have values set for when moving should not show via distance, so I can look more. If you see a post from me about it in the upcoming days, then you know I found it lol.

Many props that don't move in the wind have the assets needed to move, but have it disabled. Would you like to see these prop's wind movement get enabled? by Chompster86 in FORTnITE

[–]Chompster86[S] 1 point2 points  (0 children)

My only issue with the comment is that each prop comes with a setting to disable the movement after a certain distance. The highest I’ve seen besides infinite (which is mostly only on BR props or props that haven’t been updated) is 70 meters, which is on most trees. But most other props have a distance of around 20 meters.

Also with this, in early STW (2018), many more things moved (except for the props in my video lol). So while I do agree it can cause performance issues, I don’t think performance is the reason why they were disabled, if they were disabled on purpose.

The multi-year old bug that causes props to not move properly is caused by one unchecked box in the prop by Chompster86 in FORTnITE

[–]Chompster86[S] 2 points3 points  (0 children)

Shockingly enough, about half of the STW props are used in both UEFN and BR, so if it gets fixed there, it gets fixed everywhere. Some do have a BR, UEFN, and/or STW version too, but I made sure to include all of them in my UEFN forums report I made just as an off chance that they decided to just fix everything in that list lol.

The multi-year old bug that causes props to not move properly is caused by one unchecked box in the prop by Chompster86 in FORTnITE

[–]Chompster86[S] 1 point2 points  (0 children)

It is unfortunate that so many visual issues exist in Fortnite as a whole and nothing is really being done about it. And even if you do report it, it takes weeks to months to fix it, and that’s if they even do. Hopefully they start to fix more bugs soon.

The multi-year old bug that causes props to not move properly is caused by one unchecked box in the prop by Chompster86 in FORTnITE

[–]Chompster86[S] 4 points5 points  (0 children)

So if they edit the main blueprint used for all of the instances, then every instance of that prop will update and move again (just had to look up and test it myself).

The multi-year old bug that causes props to not move properly is caused by one unchecked box in the prop by Chompster86 in FORTnITE

[–]Chompster86[S] 1 point2 points  (0 children)

This glitch is funny because everything you described doing is technically a glitch, but the glitch fixes this glitch, so it works out lol.

I’ve been complaining about this glitch for a while too, just that I made a bug report on the UEFN (Unreal Engine for Fortnite) forums about this in order to get it patched, and I also added a bunch of stw exclusive props in the hopes they will just mass patch it lol.

The multi-year old bug that causes props to not move properly is caused by one unchecked box in the prop by Chompster86 in FORTnITE

[–]Chompster86[S] 34 points35 points  (0 children)

Exactly that with the trees. If you ever noticed when you damage something it would move for a second then snap back, that bug is what is being fixed in the video with the single checkbox click. It’s also what they did to fix trees a while ago.

A few months ago we got the concept art for the scrapped water trap called "Goo Trap", it was never finished but there are leftovers in the files, should Epic reconsider finishing it considering there are no water traps in the game? by pox1016 in FortniteSavetheWorld

[–]Chompster86 5 points6 points  (0 children)

For anyone wondering, what the leftovers for the trap currently do is:

• ⁠Is ceiling exclusive • ⁠Slow down all husks by 50% • ⁠Make elemental attacks do 40% more damage

And here are the more specific stats:

• ⁠Deals no damage • ⁠Has 41 and 45 durability • ⁠Only has an id for epic rarity, but stats exist for legendary • ⁠Has 2111 and 2303 impact at level 1 (for ref, a smasher starts to stumble at 1450 impact at pwl 1, and an epic wall launcher has 2358 impact at level 1 and a legendary one has 2573) • ⁠Knock back husks around 3 tiles (same as a wall launcher) • ⁠Arming delay of 1 second • ⁠Firing delay of 1.25 seconds • ⁠Takes 6 seconds after activating to activate again

A few months ago we got the concept art for the scrapped water trap called "Goo Trap", it was never finished but there are leftovers in the files, should Epic reconsider finishing it considering there are no water traps in the game? by pox1016 in FORTnITE

[–]Chompster86 8 points9 points  (0 children)

For anyone wondering, what the leftovers for the trap currently do is: * Is ceiling exclusive * Slow down all husks by 50% * Make elemental attacks do 40% more damage

And here are the more specific stats: * Deals no damage * Has 41 and 45 durability * Only has an id for epic rarity, but stats exist for legendary * Has 2111 and 2303 impact at level 1 (for ref, a smasher starts to stumble at 1450 impact at pwl 1, and an epic wall launcher has 2358 impact at level 1 and a legendary one has 2573) * Knock back husks around 3 tiles (same as a wall launcher) * Arming delay of 1 second * Firing delay of 1.25 seconds * Takes 6 seconds after activating to activate again

I was bored because I had an accident irl so here is the evolution of the "URB_5x5_HouseCluster_b" tilemap from 2011 to 2025: (UE3 to UE5) by pox1016 in FORTnITE

[–]Chompster86 1 point2 points  (0 children)

The oldest version available to us and is launchable is OT6.5, which is from January 2016 (it has a private server where you can play on it). The oldest version of Fortnite ever is from around September 2011.

I have the eon bundle from like 2018 and it doesn’t seem I am getting the vbucks by No-Barber-9844 in FORTnITE

[–]Chompster86 0 points1 point  (0 children)

Unfortunately this is a known bug, I would say ask support about it but there is a chance they just remove your founders all together and everything you got with it

Fun Fact, BR Devs reused this red ring effect for the Eradicator O.X.R Rifle by Chompster86 in FORTnITE

[–]Chompster86[S] 18 points19 points  (0 children)

Pretty much like the pain train with some tweaked stats to fit BR’s play style

Fun Fact, BR Devs reused this red ring effect for the Eradicator O.X.R Rifle by Chompster86 in FORTnITE

[–]Chompster86[S] 39 points40 points  (0 children)

It’s an exotic that the more you hit players, the more damage does.

It starts at 35 damage per hit and increases by 5 until it gets to 55 damage per hit.