Anyone else having these issues with the platform?

I have been working on a game (0950-4560-4308) for the past month or so. I thought it was ready to release but since release I have had nothing but problems.

It appears that I don’t always get events from the platform. Things in the game work fine with 3 players in Playtest and private publish, but break quickly in public publish.

I think my verse callbacks for the following events are not always called by the platform:

Timer Device.SuccessEvent

Teleporter Device.TeleportedEvent

Teleporter Device.EnterEvent

Conditional Switch.ActivatedEvent

Player Spawner.SpawnedEvent

Fort Character.EliminatedEvent

Fort Character.DamagedEvent

Playspace.PlayerRemovedEvent

Playspace.PlayerAddedEvent

All of these events fire 100% of the time in a UEFN Session.

They work 98% in private publish.

They work about 10% in public publish.

I have been a software developer for over 24 years. I am not saying that I am not doing something wrong, but if I am then it is not clear how to do it correctly.

Before I make specific test cases and post them here, is this the norm for UEFN Development? Or am I most likely missing something?

Apparently it works much worse when more people are in my game. Terrible performance at 200+ users in the game, fine when under 40. The game itself is limited to 10 players, so this type of scaling shouldn’t be an issue, should it?