Maybe, maybe not. We have a 6-player tycoon map. We already tested it with 4 players, and everything works fine. At certain times of the day, something seems to be happening with the servers. Also, using a Japan VPN still allows successful session launches. We consistently get successful session launches from around 5 AM to 7 AM.
Also, if there is some kind of limit, it would be great if Epic could clearly document it somewhere or provide more developer metrics—not just memory temperature stats, which are becoming more and more irrelevant.
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That is strange, the problem is either on their end or you could also be reaching memory limit in verse or its due to too many binding events like I mentioned, as if you are able to launch from time to time with 4 players but not with 6, (that would only apply if you completely removed 5 and 6 player section for your map and their corresponding devices).
If I get rid of around 120 switches on my map that are heavily bound with other devices I can launch my map also from time to time. But it could be their end, as why it would let you connect using Japan VPN and at certain times only.
Totally agree I have spend 14 months developing my map and right now is in hold. this has put me of from UEFN, I won’t be making any big and advanced maps any time soon, as UEFN simply can’t handle it.
We should be able to see much more detailed metrics, verse memory limits, persistence limits, binding event limits, as well as overall documentation on soft/hard caps on all devices, essentially before they start to work incorrectly.