Connection TIMED OUT

Summary

I am unable to launch live session or Edit Mode without it disconnecting. therefore I am unable to launch memory calculation and update my map.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Live Edit

Steps to Reproduce

Step 1. Click on Launch session
Step 2. Wait for it to upload
Step 3. Fortnite loads up Map into edit mode
Step 4. When connecting it Disconnects.

Expected Result

Session should be connected and allow for live edit as well as launching memory calculation.

Observed Result

When launching session, everything loads up, map gets uploaded, no errors, as soon as Fortnite loads up into Edit mode, Session Disconnects.

Here is the error from output log:
LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.00, Real: 30.00, Good: 30.00, DriverTime: 43.05, Threshold: 30.00, [UNetConnection] RemoteAddr: 13.36.229.187:15002, Name: IpConnection_2, Driver: Name:IpNetDriver_2 Def:BeaconNetDriver IpNetDriver_2, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_2, UniqueId: MCP:9bb85cfc00fd43cc9454d4eafb3615b8
LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.00, Real: 30.00, Good: 30.00, DriverTime: 43.05, Threshold: 30.00, [UNetConnection] RemoteAddr: 13.36.229.187:15002, Name: IpConnection_2, Driver: Name:IpNetDriver_2 Def:BeaconNetDriver IpNetDriver_2, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_2, UniqueId: MCP:9bb85cfc00fd43cc9454d4eafb3615b8, Driver = Name:IpNetDriver_2 Def:BeaconNetDriver IpNetDriver_2
LogBeacon: Verbose: NetworkFailure ValkyrieBeaconClient_2: ConnectionTimeout
LogBeacon: Verbose: Online Beacon Failure: TransportError. beacon_network_failure
LogValkyrieBeacon: [3e44] (ValkyrieBeaconClient_2) AValkyrieBeaconClient::OnFailure - We have registered a failure in the Valkyrie beacon.
LogBeacon: Verbose: Client beacon (ValkyrieBeaconClient_2) connection failure, handling connection timeout.
LogBeacon: OnlineBeacon ValkyrieBeaconClient_2 requesting net driver destruction: Name:IpNetDriver_2 Def:BeaconNetDriver IpNetDriver_2
LogNet: SetPendingDestruction: 1 on Name:IpNetDriver_2 Def:BeaconNetDriver IpNetDriver_2)
LogValkyrieRequestManagerEditor: Warning: Encountered Network Error!
LogValkyrieRequestManagerEditor: Executing Step ClearFoundConnectInfo
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: 30.00, Real: 30.00, Good: 30.00, DriverTime: 43.05, Threshold: 30.00, [UNetConnection] RemoteAddr: 13.36.229.187:15002, Name: IpConnection_2, Driver: Name:IpNetDriver_2 Def:BeaconNetDriver IpNetDriver_2, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_2, UniqueId: MCP:9bb85cfc00fd43cc9454d4eafb3615b8)
LogNet: NetworkFailure: ConnectionTimeout, Error: ‘UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.00, Real: 30.00, Good: 30.00, DriverTime: 43.05, Threshold: 30.00, [UNetConnection] RemoteAddr: 13.36.229.187:15002, Name: IpConnection_2, Driver: Name:IpNetDriver_2 Def:BeaconNetDriver IpNetDriver_2, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_2, UniqueId: MCP:9bb85cfc00fd43cc9454d4eafb3615b8’

Platform(s)

PC to Launch on this platform
PC to Mobile
PC to PS5

Island Code

8813-1164-0207

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Additional Notes

This started to happen after the 39.40 update. I was able to still connect after few tries, then it got worse after 39.50. but after optimizing my island and trying every trick I managed to connect. 40.00 version, I am unable to connect no matter what I do.

The map is big although I am under the size limit. it was less optimized and bigger in size before the 39.40 version and it worked as it should. now its much smaller and I can’t get over the 30 second handshake timeout unless I delete half of the devices. my connection is very good. its wired I am not using VPN my Firewall is not blocking it, I have no issues with blank or small projects. I have migrated this map onto blank projects and the issues persist. Verse is also not causing it.

I can see that I am not the only one with this issue, based on my research its due to the size of the map and ValkyrieBeacon failing to talk to the server in the 30 second handshake window. The question is, is it possible to extend the 30 sec window to lets say 60 or 90 seconds, so that big maps have enough time to connect. Would that solve this issue ?

Follow up. After dissecting the project, I managed to find the cause. Switch Devices are causing Time outs. I ran few tests and its not due to the amount of devices that are in the project, I have 620 switches, all saving player state and communicating with bunch of different devices, (Switch ON and Switch OFF) this is what is causing it. I have checked and I can have thousands of switches in project and as long as they are not connected to any device there are no Time Outs.

I Have tried starting the game with switches in disable mode and enabling them in batches of 100 after game starts, so that all switches don’t load at the same time and cause overload, and I am still getting Time outs. So that will not work /:

The only time I am not getting Time Outs now is by either removing around 200 switches that are connected to one device only, or by removing 120 switches that are connected to multiple devices.

I hope this info will help to sort this problem out.

I am not sure what to do as removing that many switches will break my game. Is this being worked on ? or should I scrap this map that took 14 months to develop as a solo dev.

It would be cool to get some sort of update on this issue as I really want to release new update, I have bunch of folks waiting for it (: and its really frustrating.

This was not an issue before, so I am guessing its due to the new quicker system of uploading maps for live edit.

Hi there!

I just came across your post and wanted to let you know that I’m experiencing the exact same timeout issues on my map right now. It’s just as frustrating on my end, especially after all the hard work put into it.

What’s really interesting is that, unlike you, I don’t have a single switch (commutateur) on my map. Yet, the symptoms are identical. This seems to confirm your theory: it’s not the device itself that’s bugged, but likely the new device communication system or how Live Edit handles event bindings during loading.

Have you received any updates or word from support since your post? I’m currently looking for alternatives to lighten the direct event bindings, but if this is a bug linked to the latest engine update, we’re probably all in the same boat.

Good luck with your update, I really hope we find a fix soon!

1 Like

Hello there, I am really sorry for late replay, I had to take a break from this nonsense, this problem has put me off from working in UEFN. Unfortunately they completely ignored me, Not very professional form UEFN team side. I understand if my map was low effort, but its not. Of course they are busy and I am sure they are aware of it. But a simple “Hey we are looking into it” would be nice. The good thing is, the more people will encounter this issue, the quicker they will have to fix it.

Sorry that this also happened to you, on a bright side good to know I am not the only one experiencing this. and it proves my theory.

When it comes to fixing my map, I think I am going to have to re release the map, and instead of switches use verse only, which means 1 month of extra work for me.

Although now I am finishing different small map, so I will probably wait few more weeks and maybe this issue will get fixed, if not, I will try to fix it with verse.