List of current known Forge issues/bugs

I’ve compiled a list of current Forge issues/bugs that seem to be most talked about on the forums. If you got any bugs or issues that isn’t in this list, leave it in a reply.

Try to check to see if your glitch is already in the list before posting because I won’t do anything if it’s a repeat. Unless it’s a fix or something.

  • Grouping objects sometimes unselectable after saving and reloading map - Switches sometimes when activated return to where you initially spawned them in Forge, and don’t activate their script (No known fix atm) - Inactive kicking which can cause massive loss of work. - Map glitching if all spawns were deleted, no auto-spawn in game. (Need random spawns so this doesn’t happen, although putting down a respawn point stops this) - Lack of location triggers, as in When Player Enters Script etc. etc. (Can use scripting with invisible blocks to make a kind of pressure plate) - No trait zones or Gravity volumes - Small map heights for a few of the maps, one being Alpine. - No premade buildings, forcing to build everything from scratch. At least have the ability to have save custom groups as blocks so you could place them down again in another map without going through the entire process again. - Some interactive blocks scripting also doesn’t work, like the ramp block that goes down when you shoot the red screen. For some reason, it doesn’t have a condition in its scripting that allows events to happen when it’s destroyed. - Quite a few blocks missing that are needed like kill balls, shield doors, etc. - Forge controls slightly complicated (Personally don’t care about this but it’s a common complaint) - Need more flying vehicles, preferably UNSC - Magnets still need work. - Vehicles respawn where they end up after they stop sliding, not where they were initially placed - Impercise placement that requires coordinate manipulation with at least the Barrier Cage Large - Duplicating pig glitch that can crash game.

> 2533274793577546;6:
> I welded a bunch of pigs together and tried to use scripts to make them fly and return to their original position. Ended up with some weird cloning process. ended up spawning cloned pigs so far out they crashed my game. or something did. also said group re-appears if I delete them, as an un-selectable object no less.

  • Cinematic camera issue.

> 2533274832335336;4:
> I was messing with the starting cinematic camera and I think they’re bugged, but it could also be me not understanding them. Sometimes the Spartans randomly vanish when I test them, and one time I was setting the camera to pan in a straight line but when I tested it it was moving in an arc.

  • Need custom power boosts.
  • Weird…shade turret glitch. (Earlier I might have glitched the shade turret myself and made it somehow weld with the blocks even when it shouldn’t be possible, however like an idiot I accidentally deleted it when I wanted to delete something else)

> 2533274910178923;9:
> I built a base with a shade turret and grouped it together, then I duplicated it and when I tried to turn it, it glitched out like it was having a seizure, so I deleted it but the shade turret didn’t get deleted and is now stuck in mid air outside the map (I was turning the base near the map boundary) and every 30 seconds it keeps responing outside and exploding. So now I can’t delete it (cause it’s outside the map boundary and out of my reach) and I have to deal with this explosion sound every 30 seconds

  • Automatic turrets, like Halo 4’s, except they uh…actually kill things
  • Issue with group blocks floating apart past 64 limit.

I had an issue where my map literally imploded and dispersed by itself. I have the video here: Gamer DVR - Xbox clips, Twitch clips and streams, Xbox screenshots, Xbox videos, Xbox DVR and more on Gamer DVR! came to my thread and found the issue (sorta):

> 2533274792851721;22:
> So I did some testing with grouping/welding and came back with different results. At first I tried just grouping the same item starting with 4x4x4 blocks and mixed up groups and welds between the items and nothing happened up to reaching the object limit at 1024, where then my game crashed.
> Then I used a mix of blocks and columns similar to how OP’s design was a mix of different block types and that had 2 separate outcomes.
> http://xboxdvr.com/gamer/Videowiz92/video/13329663
> First is a short video where I reach over initial 64 item-hold limit and attempt to break the design with grouping. I noticed as soon as you group a large number of items the game will stall a bit, and in that time I opened the object properties menu similar to how OP was locking his items and had all the blocks’ color set to white and they floated away.
> Videowiz92's Xbox Halo 5: Guardians clip 13329958. Find your Xbox clips on GamerDVR.com
> Second video is longer (5:00) where I tried replicating what I found in the last video but with no results. No matter how I tried holding dpad-up and press x to open the menu I couldn’t get it to work again. So instead I duplicated the work to see how much I could stress the game before it broke. It still took a while before the items started floating but this time they didn’t set the color and it was from unwelding the selected group instead of the last method of menu navigation.
> In short I think what happened to OP’s build is similar to the first video and to try at avoiding it I would keep groups below 64 objects and maybe try navigating menus slower(?) to prevent any hiccups the game has while grouping from breaking your builds.

  • Player animation loop/immobile monitor

Respawning on a Running Start respawn point, finishing the RS animation, then going to forge mode gets messed up. You move constantly in a straight path (except for vertical), and the camera can only look up and down. Returning to player mode makes the player stuck in the RS animation, and keeps springing until either they return to the bugged forge mode, or die. The only way out of that bug is to die.

  • Trying to have multiple welded or grouped objects (just one group or one weld) perform the same transformation-based script, notably moving, is quite bugged, mostly moving chunky, or in small amounts at a time.
  • (not sure if intended) Mongooses are unaffected when driving on an object spinning like a disc (forgot the axis name) from a script. Like putting a pebble on a spinning DVD and the pebble isn’t moving. Only tested with mongoose.
  • The coordinates of objects shown on the HUD after highlighted, and in object properties, are different from each other. I.e. HUD displayed X 104 Y 28 Z -38 when Obj properties shows X 10.4 Y 2.8 Z -3.8. Or maybe it was the other way around…
  • Weird Armor glitches

Using the animation tool that shows Spartans during a cinema seems to show them all with Fotus helmets. I was not wearing the helmet, nor do I own the associated REQ. Also, a friend of mine joined my session. He was shown wearing a Fotus helmet, despite not owning the helmet REQ. He could see the helmet on the body after being killed.

  • Adding/removing scripts will reset your cursor to the top of the object properties menu.
  • Changing the physics of a group will prevent the pieces from moving as a group. Control is moved to the parent object.Out of space here, list will continue on post further down below.

Magnets are pretty inaccurate.

Some items have misplaced or missing magnets.

Grouping items and copying them often results in messed up linking of said objects.

Some objects (ex. Barrier [cage] largest, have not tested others) spawn slightly offset so you have to manually precisely correct them otherwise they gradually move downwards if duplicated together in bundles and used with magnets.

I was messing with the starting cinematic camera and I think they’re bugged, but it could also be me not understanding them. Sometimes the Spartans randomly vanish when I test them, and one time I was setting the camera to pan in a straight line but when I tested it it was moving in an arc.

-no custom power boosts that we can design its effects
-vehicles dont respawn where you place them, they respawn where they stop moving (so you cant have warthogs dropping into gravity cannon atm for example)

I welded a bunch of pigs together and tried to use scripts to make them fly and return to their original position. Ended up with some weird cloning process. ended up spawning cloned pigs so far out they crashed my game. or something did. also said group re-appears if I delete them, as an un-selectable object no less.

Hey, man cannons work rather well.

Juss sayin.

Part 2 of the mega super duper funtastic list of issues and glitchs.
29. Group count not shown correctly

The group count will not update correctly if you make two different groups one group. If you then ungroup the new large group, the count still says you have two groups even though you have none (even if there’re no objects on the map!).Slight solution: Save and reenter forge to get the correct count. Addendum: Obey the 64 selection limit. If you use groups to circumvent that limit, things can happen (trying to copy the group will crash the game).

  1. Blocks (I noticed with large cliff rocks) sometimes slightly move (to the side) out of its place when selected (RB).
  2. Group scripting issue

I’m trying to build a zanzibar wheel and make it spin. It’s impossible to create a welded group and make it spin without having the base object starting to fly away!
In general, a group script with timer will eventually move objects randomly after few seconds

  1. Script crashing bug

I did a manip that made the game crash :

  • I set a script on a bloc, making it move forward after a timer of 0’‘00 with a repetition of 10’'00.
  • I set another script on the same object making it retrieve it’s original position (using the designated script type).
  • I unselected the object and waited it to move
  • Then I modified the first script by changing the X movement coordinate to 0.
    I had here a first issue where the in-game menu crashed. So I selected the item ; tried again, and the game crashed.
  1. Another spawn bug

> 2533274959783086;44:
> Heres an interesting problem.
>
> So this guy posts on Halo 5 forums that he cant spawn in forge mode. Well Ive fixed this before right? So I go over there and do the normal “start match and invite” trick. Doesnt work. Get a third guy in there. Doesnt work. Tried every game breaking thing I could, nothing worked. We decide to just rebuild the map (only 1 hour of forging and got him back to where he was) but I noticed the lighting bar was 124%, way past red. I think this may be the problem, but with the correct spawn points he was able to reload the map in forge. Possibly a lighting bug? No idea, but thats a new problem with no current solution.

  1. Rockets will detonate if they strike invisible sound fx.
  2. Mongooses can sometimes drive through teleports without teleporting. Not sure if all ‘light vehicles’ or any other vehicles have the same problem, haven’t tested.
  3. if you don’t put down a respawn point on a forge map before editing and you accidentally go out of boundaries you can’t respawn and can’t edit your map anymore
  4. (I ain’t summing this up)

Clamber is too easy to break in Forge. Here’s a simple use case: spawn two 32x32x32 Breakout floor blocks. Flip one on its side, move the two blocks to occupy the same space, and then use the smallest position snap to fix the Z-fighting. The result should be a cube with the cool grid texture on the top and one side. If you try to clamber up that side, however, nothing will happen; you’ll just fall.

When you mouseover an object, its coordinates are shown on the center of the screen. However, these coordinates are inaccurate in two ways. First, they’re off by a factor of ten relative to the units used in item names and the Object Properties menu, so you end up having to do some mental math when measuring distances. Second, if you change your Tool Options to make objects rotate around their centerpoint (the “Pivot” option), this will change the coordinates shown on hover: with that setting, you can literally select an object, go to its Position menu, and see two completely different positions: its centerpoint position on the HUD and its origin position in the menu. This can get confusing sometimes.

Boosting in Forge moves so fast that you can momentarily clip through walls, barriers, and boundaries. Usually, you’ll just clip through the surface for a moment and then get “pulled” back inside; however, if that surface has special properties, those properties will still apply. For example, if you start on the ground on Alpine and boost straight up, you can actually clip through the invisible ceiling and die instantly. The restrictive kill boundaries on canvases and the inaccurate boosting controls (holding LS clicked in is just bad, physically) make this something of an issue.

The Alpine canvas has several collision issues with the cliffs by its waterfall, and with rocks and trees on the edges of the map; many of these are blatantly non-solid. The rock at the top of the waterfall is also non-solid and improperly shaded, and several small sections of the cliffs nearby are non-solid (and can even kill a player in Edit Mode). This should be fixable; they were able to replace Alpine’s cliff textures with one of the Content Updates, so perhaps geometry can be patched as well.

Chroma screens have a reflection map when placed outside of Truth’s level boundaries: they’ll show a metallic reflection of the inside of the map. I haven’t yet tested if this is visible inside the boundaries, but if so, it ruins the chroma screens on that map.

This one’s been reported on reddit: chroma screens are (usually) non-solid in Forge but always solid in Custom Games. This damages some of the clever effects that Forgers have wanted to use them for (e.g. this effect which is currently on the front page of /r/halo).

  1. Grouping and ungrouping makes magnets disappear / camera stickiness

I have run into problems when I group some things and un-group them, and the magnets disappear so it won’t snap to any objects.Also I have noticed a weird camera glitch when sometimes selecting a piece the camera will stick to the center of an object, and keep that as the camera center point until you deselect and re-select the object.

  1. Another scripting problem

> 2533274813422722;57:
> I’ve noticed that if I make an object move with scripts that it will stop responding after the 4th script. I have it go from Alpha to Golf.
>
> Alpha - Move: Right 30
> Bravo - Move: Down 45
> Charlie - Move: Left 40
> Delta - Move: Up 15
> Echo - Move: Up 15
> Foxtrot - Move: Up 15
> Golf - Move: Right 10
>
> This should have it move in a square in specific segments, but for some odd reason no matter what I make the 5th message (I’ve changed it from echo to foxtrot) it just ignore the command. The object will remain stagnant until it goes back to alpha. Halp.

  1. outro cine not workin/animation locations/ magnets not working for ring obj/ grouping selecting unwanted object

> 2535460843083983;59:
> - Outro cinematics/animations failing to play even when properly set up in Forge.
> - Not a huge issue, but animation locations can’t be rotated in precision mode (maybe it’s only when I set their physics to phased.)
> - Magnets not working at all on ‘Ring’ objects.
> - Grouping objects frequently combines objects you never selected, usually other groups. By far the most annoying of the glitches because it’s hard to tell what other group was selected halfway across the map and it just slides WAY out of position while you weren’t looking.

  1. Door script constant bug issues

created a door. added scripts to have it rise and lower watched it a few mins and all was good. saved map, went about my business. come back to door to find it constantly rising through the map, refixed door, went about business, come back door had dropped 10 to 15 points and was scripting from here. refixed, come back same issue. I have tried to lock door but same issue. door position keeps moving breaking the scripting, or scripting is breaking changing door position.42.

I built a base with a shade turret and grouped it together, then I duplicated it and when I tried to turn it, it glitched out like it was having a seizure, so I deleted it but the shade turret didn’t get deleted and is now stuck in mid air outside the map (I was turning the base near the map boundary) and every 30 seconds it keeps responing outside and exploding. So now I can’t delete it (cause it’s outside the map boundary and out of my reach) and I have to deal with this explosion sound every 30 seconds

  • Load time errors
  • Can’t reload a previous map made earlier for customization.
  • Get stuck in forge mode in loading a map with two spawns.
  • Needs a start from editing without need for a spawn location.

teleporters will randomly flip your position on one way receivers

> 2533274910178923;9:
> I built a base with a shade turret and grouped it together, then I duplicated it and when I tried to turn it, it glitched out like it was having a seizure, so I deleted it but the shade turret didn’t get deleted and is now stuck in mid air outside the map (I was turning the base near the map boundary) and every 30 seconds it keeps responing outside and exploding. So now I can’t delete it (cause it’s outside the map boundary and out of my reach) and I have to deal with this explosion sound every 30 seconds

did you try making the item and selecting all then deleting them?

Hey op, I recommend that instead of saying “see original reply few posts down,” to just copy any post relevant to the issue and add it to your OP within a spoiler tag. It would make this topic very informative and quick to navigate.

Great idea to gather all known Forge errors!

bump the constructive thread

Issue where map map you are working on wont load, and when it does you can’t move the reticle or edit it, you are just looking at a frozen screen. Have a map I have worked on for over 8 hours now that I can’t get back in to finish up and it’s frustrating.

I had an issue where my map literally imploded and dispersed by itself. I have the video here: Gamer DVR - Xbox clips, Twitch clips and streams, Xbox screenshots, Xbox videos, Xbox DVR and more on Gamer DVR!

Someone came to my thread and found the issue (sorta):

> 2533274792851721;22:
> So I did some testing with grouping/welding and came back with different results. At first I tried just grouping the same item starting with 4x4x4 blocks and mixed up groups and welds between the items and nothing happened up to reaching the object limit at 1024, where then my game crashed.
> Then I used a mix of blocks and columns similar to how OP’s design was a mix of different block types and that had 2 separate outcomes.
> http://xboxdvr.com/gamer/Videowiz92/video/13329663
> First is a short video where I reach over initial 64 item-hold limit and attempt to break the design with grouping. I noticed as soon as you group a large number of items the game will stall a bit, and in that time I opened the object properties menu similar to how OP was locking his items and had all the blocks’ color set to white and they floated away.
> Videowiz92's Xbox Halo 5: Guardians clip 13329958. Find your Xbox clips on GamerDVR.com
> Second video is longer (5:00) where I tried replicating what I found in the last video but with no results. No matter how I tried holding dpad-up and press x to open the menu I couldn’t get it to work again. So instead I duplicated the work to see how much I could stress the game before it broke. It still took a while before the items started floating but this time they didn’t set the color and it was from unwelding the selected group instead of the last method of menu navigation.
> In short I think what happened to OP’s build is similar to the first video and to try at avoiding it I would keep groups below 64 objects and maybe try navigating menus slower(?) to prevent any hiccups the game has while grouping from breaking your builds.

> 2533274922548956;1:
> I’ve compiled a list of current Forge issues/bugs that seem to be most talked about on the forums. If you got any bugs or issues that isn’t in this list, leave it in a reply.
>
>
>
> - Grouping objects sometimes unselectable after saving and reloading map
> - Switches sometimes when activated return to where you initially spawned them in Forge, and don’t activate their script
> - Inactive kicking which can cause massive loss of work.
> - Map glitching if all spawns were deleted, no auto-spawn in game
> - Lack of location triggers
> - No trait zones or Gravity volumes
> - Small map heights
> - No premade buildings, forcing to build everything from scratch. At least have the ability to have save custom groups as blocks so you could place them down again in another map without going through the entire process again.
> - Some interactive blocks scripting also doesn’t work, like the ramp block that goes down when you shoot the red screen. For some reason, it doesn’t have a condition in its scripting that allows events to happen when it’s destroyed.
> - Quite a few blocks missing that are needed like kill balls, shield doors, etc.
> - Forge controls slightly complicated
> - Need more flying vehicles, preferably UNSC
> - Magnets still need work.
> - Vehicles respawn where they end up after they stop sliding, not where they were initially placed
> - Impercise placement that requires coordinate manipulation with at least the Barrier Cage Large
> - Duplicating pig glitch that can crash game.
>
>
>
>
> > 2533274793577546;6:
> > I welded a bunch of pigs together and tried to use scripts to make them fly and return to their original position. Ended up with some weird cloning process. ended up spawning cloned pigs so far out they crashed my game. or something did. also said group re-appears if I delete them, as an un-selectable object no less.
>
>
>
>

>
>
>
> - Cinematic camera issue.
>
>
>
>
>
> > 2533274832335336;4:
> > I was messing with the starting cinematic camera and I think they’re bugged, but it could also be me not understanding them. Sometimes the Spartans randomly vanish when I test them, and one time I was setting the camera to pan in a straight line but when I tested it it was moving in an arc.
>
>
>
>
>
>

>
>
>
> - Need custom power boosts.
> - Weird…shade turret glitch. (Earlier I might have glitched the shade turret myself and made it somehow weld with the blocks even when it shouldn’t be possible, however like an idiot I accidentally deleted it when I wanted to delete something else)
>
>
>
>
> > 2533274910178923;9:
> > I built a base with a shade turret and grouped it together, then I duplicated it and when I tried to turn it, it glitched out like it was having a seizure, so I deleted it but the shade turret didn’t get deleted and is now stuck in mid air outside the map (I was turning the base near the map boundary) and every 30 seconds it keeps responing outside and exploding. So now I can’t delete it (cause it’s outside the map boundary and out of my reach) and I have to deal with this explosion sound every 30 seconds
>
>
>
>

>
>
>
> - Map’s have not loaded up and just give a freeze screen.
> - Automatic turrets, like Halo 4’s, except they uh…actually kill things.

just addressing a few things on the list
2. can be fixed by locking the switch after editing
3. happens to my computer too, save often, like in real life
4. can be easily fixed if you put a respawn point, initial spawns only function in customs(which makes sense), but random spawning when u have no spawn points should return.
5. not sure what this means, but location tagging zones exist
6. not an issue, but something that should be back, but they said gravity volumes will return
7. that’s not even true, the maps are huge.
8 thats just a complaint,true it would be nice but i remember getting incredibly bored of the same old structures every single map.
10 I’m sure 343 will add more stuff, it’s probably really easy to do those sorts of things.
11 they are complicated if spent 2 minutes with them but once you get used to they are very good and intuitive.
19 can be solved by spawning another shade turrent, pressing X selecting all of… and deleting them, very convenient
20 is a result of not having spawn points, same issue as #4.

  • No matter where you left off in the spawn object list, if you go to the object/map/tool options, the spawn list will return to the first page.

  • Respawning on a Running Start respawn point, finishing the RS animation, then going to forge mode gets messed up. You move constantly in a straight path (except for vertical), and the camera can only look up and down. Returning to player mode makes the player stuck in the RS animation, and keeps springing until either they return to the bugged forge mode, or die. The only way out of that bug is to die.

  • Trying to have multiple welded or grouped objects (just one group or one weld) perform the same transformation-based script, notably moving, is quite bugged, mostly moving chunky, or in small amounts at a time.

  • (not sure if intended) Mongooses are unaffected when driving on an object spinning like a disc (forgot the axis name) from a script. Like putting a pebble on a spinning DVD and the pebble isn’t moving. Only tested with mongoose.

  • The coordinates of objects shown on the HUD after highlighted, and in object properties, are different from each other. I.e. HUD displayed X 104 Y 28 Z -38 when Obj properties shows X 10.4 Y 2.8 Z -3.8. Or maybe it was the other way around…

  • Using the animation tool that shows Spartans during a cinema seems to show them all with Fotus helmets. I was not wearing the helmet, nor do I own the associated REQ.

  • Also, a friend of mine joined my session. He was shown wearing a Fotus helmet, despite not owning the helmet REQ. He could see the helmet on the body after being killed.

  • all bugs have been tested in single player only, except for the last one.

> 2533275001631660;18:
> - Trying to have multiple welded or grouped objects (just one group or one weld) perform the same transformation-based script, notably moving, is quite bugged, mostly moving chunky, or in small amounts at a time.

All scripted movement is jittery, and I’ve confirmed that both solo and with friends. I really hope they fix it up and give us smooth movement soon; this issue messes with a lot of really cool ideas. :frowning:

Forced unicorn helmets when forging lol or whatever it’s called. Suspect it’s intentional though.