latundaPC
(latundaPC)
1
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!