Devices loading slowly since new update UEFN

Title

Selecting ANY Verse device freezes/crawls the editor for 20s–3min (native devices instant) — worse than FORT-1024634

Body

Build: ++Fortnite+Release-41.30-CL-55979764
Platform: Windows 11, 64GB RAM (not hardware-bound — a single core pegs at 100%, editor “Not Responding”)
Project: team project under Unreal Revision Control, ~7,200 content files, ~1,780 placed actors

Repro

  1. Open our project (happy to share project name/ID privately with staff).
  2. Click any Verse device in the Outliner.
  3. The Details panel takes 20 seconds to 3 minutes to populate. During this the game thread crawls at ~4fps and nothing is written to the log — no load errors, no warnings; after it releases, only routine EOS heartbeats.

Measured selection times (same session, same map)

Actor clicked Time
StaticMeshActor <1s
Trigger device (native) <0.5s
Movement Modulator (native) ~1s
Verse device A (small class, 1 device ref + 1 anim ref) ~3 minutes
Verse device B (~10 @editable refs) ~2.5 minutes
Verse device C (freshly placed this week, ~5 refs) ~1 minute
Verse device D (old, few refs) ~20–30s

Time does NOT correlate with the device’s @editable picker count (device A has 2 refs and is the slowest), so this looks broader than FORT-1024634’s picker scaling.

What we ruled out (each tested)

  • Revision control: provider disconnected → unchanged
  • VS Code / Verse LSP: VS Code fully closed → unchanged
  • The “Branch History” tab: closed → unchanged
  • Antivirus: AV processes at 0.00 CPU during a live-captured freeze; write latency into the project folder is ~4ms
  • Broken asset references: we repaired every missing/corrupt package (editor log is clean of LoadErrors during the slow clicks)
  • Hardware: single-threaded; one core pegged, editor Not Responding while frames tick slowly

Additional signal

  • All Verse devices in the project are affected; the same symptom exists in every project we duplicated from this family, and every teammate reproduces it on their own machines — it’s project-data-dependent, not machine-dependent.
  • Old placed Verse devices carry very large nested __verse_0x… sub-object trees (we counted up to 221 nested exports on one placed device, ~2,000 across 42 Verse actors), including sub-objects of Verse classes that no longer exist (“CreateExport: Failed to load Outer for resource ‘_verse…’” spam at map load). Possibly related.

Logs from multiple sessions available (including one where the freeze was captured live with CPU sampling). Related tickets: FORT-1024634 (backlogged), FORT-1121263 (log collection thread).