Summary
Hi,
I’d like to report a behavior I’ve observed in UEFN, to inform the Epic team and help avoid confusion for other creators who may encounter the same thing.
When I start a UEFN test session, and another player (from my team) joins an already active session, a series of error logs appears in the UEFN console.
Here’s an excerpt from the log:
LogOutputDevice: Warning: Script Stack (1 frames) :
/Script/ValkyrieCommon.ValkyrieBeaconClient.ClientUpdateContentUpdateState
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: ExistingActivity != nullptr && ExistingActivity->State == EValkyrieActivityState::Active [File:Z:\UEVFS\FortniteGame\Plugins\ForEngine\Valkyrie\Source\ValkyrieEditor\Private\ValkyrieActivityTracker.cpp] [Line: 85]
LogOutputDevice: Error: ContinueActivity called for a non-active activity! Channel: Session, Activity: LoadingNewContent - Complete - Completed Successfully, Text: Cooking for client platforms finished, waiting on Server platforms…
It appears to be related to an internal component: ValkyrieActivityTracker.
There’s no visible issue in-game, but these logs appear consistently under those conditions.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Stability
Steps to Reproduce
At the time I discovered this, I was working on an asynchronous Verse function that I called:
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at the start of the game
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and when a player joined the game
I initially suspected this function, so I performed several tests:
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I removed all calls to that function → issue still occurred.
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I commented out all the Verse code that runs at game start or on player join → logs still appeared.
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Finally, I disabled all Verse devices in my level to make sure no Verse code was running at all → logs still appeared.
Expected Result
These logs should not appear.
Observed Result
Based on these tests, the issue doesn’t seem to come from my code, but from an internal UEFN behavior.
Platform(s)
I observed this bug while testing from a Windows PC, with a team member joining the session from an Android mobile device.
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Additional Notes
I’m sharing these logs to inform the Epic team and also to avoid any confusion for other creators who might encounter the same bug. In a similar context, they could mistakenly believe the issue is caused by their own code.