[CRASH][STABILITY] Fortnite crashes when I try to join a public match/ rejoin the game I already played

Summary

See logs

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

Play Gaea with 2 players (if you can) then make one player leave and rejoin in 3 min

or

Make the second player join a public match

Expected Result

both players can play and rejoin

Observed Result

Fortnite may crash after player fails to join

Platform(s)

Windows

Island Code

1952-3798-8928

Upload an image

FortniteGame.zip (943 KB)

hi ,

Looking at the log, there may be a problem with Matchmaking Queue Full.

Dont have any expertise in this as my expertise is in UE engine rendering source as indie dev.

Might be useful for Epic Support, Here is snippet after this goes into wait finally crashing

[2025.12.28-02.31.40:497][ 16]LogMatchmakingServiceClient: ChangeState - ‘ObtainingTicket’ → ‘ConnectingToService’
[2025.12.28-02.31.40:497][ 16]LogOnlineServices: [FMatchmakingMcp::OnClientStateChanged] AccountId=37a216a5cca84ca2b661e5bbd1xxxxxxx TicketId=3d7da03746b092f62ede3293f022d1be OldState=ObtainingTicket NewState=ConnectingToService
[2025.12.28-02.31.40:497][ 16]LogMatchmakingServiceClient: Reset Ticket Request: 0x0000024398E5EA10
[2025.12.28-02.31.40:498][ 16]LogMatchmakingServiceClient: ConnectToMatchmakingService - Connecting to service: “wss://fortnite-matchmaking-public-service-live-oce.ol.epicgames.com:443”
[2025.12.28-02.31.41:383][ 54]LogMatchmakingServiceClient: HandleWebSocketConnected - Connected to service
[2025.12.28-02.31.41:383][ 54]LogMatchmakingServiceClient: StartPinging - Pinging service at interval: 30.00 seconds
[2025.12.28-02.31.41:383][ 54]LogMatchmakingServiceClient: Verbose: HandleWebSocketMessage - Received message: “{“payload”:{“state”:“Connecting”},“name”:“StatusUpdate”}”
[2025.12.28-02.31.41:384][ 54]LogMatchmakingServiceClient: HandleStatusUpdateMessage - Handling status update: ‘Connecting’
[2025.12.28-02.31.41:384][ 54]LogMatchmakingServiceClient: HandleConnectingStatusUpdate - Registering with matchmaking service
[2025.12.28-02.31.41:429][ 56]LogMatchmakingServiceClient: Verbose: HandleWebSocketMessage - Received message: “{“payload”:{“state”:“QueueFull”},“name”:“StatusUpdate”}”
[2025.12.28-02.31.41:429][ 56]LogMatchmakingServiceClient: HandleStatusUpdateMessage - Handling status update: ‘QueueFull’
[2025.12.28-02.31.41:429][ 56]LogMatchmakingServiceClient: ChangeState - ‘ConnectingToService’ → ‘QueueFull’

[2025.12.28-02.31.41:429][ 56]LogOnlineServices: [FMatchmakingMcp::OnClientStateChanged] AccountId=37a216a5cca84ca2b661e5bbd1xxxxxxx TicketId=3d7da03746b092f62ede3293f022d1be OldState=ConnectingToService NewState=QueueFull
[2025.12.28-02.31.41:429][ 56]LogMatchmakingServiceClient: HandleQueueFullStatusUpdate - Queue is currently full, waiting to be enqueued
[2025.12.28-02.31.42:171][ 88]LogMatchmakingServiceClient: Verbose: HandleWebSocketMessage - Received message: “{“payload”:{“totalPlayers”:1,“connectedPlayers”:1,“state”:“Waiting”},“name”:“StatusUpdate”}”
[2025.12.28-02.31.42:171][ 88]LogMatchmakingServiceClient: HandleStatusUpdateMessage - Handling status update: ‘Waiting’
[2025.12.28-02.31.42:171][ 88]LogMatchmakingServiceClient: HandleWaitingStatusUpdate - 1 / 1 players connected
[2025.12.28-02.31.42:171][ 88]LogMatchmakingServiceClient: ChangeState - ‘QueueFull’ → ‘WaitingForParty’
[2025.12.28-02.31.42:171][ 88]LogOnlineServices: [FMatchmakingMcp::OnClientStateChanged] AccountId=37a216a5cca84ca2b661e5bbd1xxxxxxx TicketId=3d7da03746b092f62ede3293f022d1be OldState=QueueFull NewState=WaitingForParty
[2025.12.28-02.31.42:171][ 88]LogMatchmakingServiceClient: Verbose: HandleWebSocketMessage - Received message: “{“payload”:{“ticketId”:“8c033df0930b004588e4f5386a1141af”,“queuedPlayers”:0,“estimatedWaitSec”:0,“status”:{“ticket.status.creative.islandCode”:“1952-3798-8928?v=10”},“state”:“Queued”},“name”:“StatusUpdate”}”
[2025.12.28-02.31.42:171][ 88]LogMatchmakingServiceClient: HandleStatusUpdateMessage - Handling status update: ‘Queued’
[2025.12.28-02.31.42:171][ 88]LogMatchmakingServiceClient: HandleQueuedStatusUpdate - TicketId: ‘8c033df0930b004588e4f5386a1141af’, NumQueuedPlayers: 0, EstimatedWaitTime: +00:00:00.000
[2025.12.28-02.31.42:171][ 88]LogMatchmakingServiceClient: ChangeState - ‘WaitingForParty’ → ‘InQueue’
[2025.12.28-02.31.42:171][ 88]LogOnlineServices: [FMatchmakingMcp::OnClientStateChanged] AccountId=37a216a5cca84ca2b661e5bbd1xxxxxxx TicketId=3d7da03746b092f62ede3293f022d1be OldState=WaitingForParty NewState=InQueue
[202

On End of Log

[2025.12.28-02.41.50:571][178]LogCore: Warning: Failed to reach checkpoint: ‘LoadingScreen’ within alotted time of 600.00. Triggering hang detector.
[2025.12.28-02.41.53:399][178]LogThreadingWindows: Error: Runnable thread FHeartBeatThread crashed.
[2025.12.28-02.41.53:403][178]LogWindows: Error: === Critical error: ===
[2025.12.28-02.41.53:403][178]LogWindows: Error:
[2025.12.28-02.41.53:403][178]LogWindows: Error: Fatal error!