Connection lost when changing Texture Material Parameter from Verse

Summary

This is not an immediate bug to happen, it takes some time to test and this makes the process to test it way longer.
I’m also NOT sure this is the way to make it happen, but everytime I comment this lines, the game doesn’t loses connection during the match.

The Error Log I get in the Output Log is the following:

   LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.01, Real: 30.01, Good: 30.01, DriverTime: 630.21, Threshold: 30.00, [UNetConnection] RemoteAddr: 4.201.198.8:15001, Name: IpConnection_0, Driver: Name:IpNetDriver_0 Def:BeaconNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_0, UniqueId: MCP:4b5727338129483a976cbb1c4ac1b527
LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.01, Real: 30.01, Good: 30.01, DriverTime: 630.21, Threshold: 30.00, [UNetConnection] RemoteAddr: 4.201.198.8:15001, Name: IpConnection_0, Driver: Name:IpNetDriver_0 Def:BeaconNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_0, UniqueId: MCP:4b5727338129483a976cbb1c4ac1b527, Driver = Name:IpNetDriver_0 Def:BeaconNetDriver IpNetDriver_0
LogValkyrieRequestManagerEditor: Warning: Encountered Network Error!
LogValkyrieRequestManagerEditor: Error: Failed to handle connection attempt (Network error occurred when connecting to a server after matchmaking completed. Error: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.01, Real: 30.01, Good: 30.01, DriverTime: 630.21, Threshold: 30.00, [UNetConnection] RemoteAddr: 4.201.198.8:15001, Name: IpConnection_0, Driver: Name:IpNetDriver_0 Def:BeaconNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_0, UniqueId: MCP:4b5727338129483a976cbb1c4ac1b527)
LogValkyrieSummary: Destroying Valkyrie Beacon

The line that I have to comment to make it work is:

                   if(Texture := GetBillboardTexture()[PropType]):
                    SpawnResult.SetMaterial(BaseClasses.Buyables.M_BuyBillboard_material{
                    })
                else:
                    SpawnResult.SetMaterial(BaseClasses.Buyables.M_BuyBillboard_material{
                    })
                    Print("ERROR: Failed to find billboard image of prop {PropType.ToString()}")

I’m not sure what to do in this situation, the fact that the error isn’t clear as to what is happening is terrible.

Additional info that might be useful:

  • I’m using a Material Function on the material that makes the asset rotate towards the player via World Position Offset
  • I also change Texture parameters from Verse in another class, although that one doesn’t display the same problems as this one do.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

Spawning a Blueprint Prop from Verse, getting a Texture parameter from a map through a function and setting its material to another one.

Expected Result

Material changes and the game proceeds to work as intended.

Observed Result

Material changes and the game continues to work for some time, until it stops responding and loses the connection.

Platform(s)

Windows, UEFN

Additional Notes

Error Log: LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection… Elapsed: 30.01, Real: 30.01, Good: 30.01, DriverTime: 630.21, Threshold: 30.00, [UNetConnection] RemoteAddr: 4.201.198.8:15001, Name: IpConnection_0, Driver: Name:IpNetDriver_0 Def:BeaconNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_0, UniqueId: MCP:4b5727338129483a976cbb1c4ac1b527
LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection… Elapsed: 30.01, Real: 30.01, Good: 30.01, DriverTime: 630.21, Threshold: 30.00, [UNetConnection] RemoteAddr: 4.201.198.8:15001, Name: IpConnection_0, Driver: Name:IpNetDriver_0 Def:BeaconNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_0, UniqueId: MCP:4b5727338129483a976cbb1c4ac1b527, Driver = Name:IpNetDriver_0 Def:BeaconNetDriver IpNetDriver_0
LogValkyrieRequestManagerEditor: Warning: Encountered Network Error!
LogValkyrieRequestManagerEditor: Error: Failed to handle connection attempt (Network error occurred when connecting to a server after matchmaking completed. Error: UNetConnection::Tick: Connection TIMED OUT. Closing connection… Elapsed: 30.01, Real: 30.01, Good: 30.01, DriverTime: 630.21, Threshold: 30.00, [UNetConnection] RemoteAddr: 4.201.198.8:15001, Name: IpConnection_0, Driver: Name:IpNetDriver_0 Def:BeaconNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_0, UniqueId: MCP:4b5727338129483a976cbb1c4ac1b527)
LogValkyrieSummary: Destroying Valkyrie Beacon

I am facing for quite some time. Similar to what has been mentioned in the forum post, I am experiencing disconnections when changing texture material parameters from Verse in my UEFN project. The game crashes shortly after I spawn props and assign materials through Verse code.

Interestingly, I am using the same material manually in the editor for multiple assets, and I don’t experience any crashes or connection issues. However, when the material is modified dynamically through Verse, the connection is lost, and the game becomes unresponsive, just like the issue mentioned in the forum thread.

Additionally, when I tried assigning materials that don’t contain parameters, everything worked fine with no issues.

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