Failed to Push Verse Update

Just wanna add that im unsure if its due to pushing verse then waiting nothing happens so i pushed normal but the session and the verse engine seemed messed up a single simple function use 1tps i was testing just moving about setting array ect and i got down to 7tps never seen that before so thought id mention.

Did a complete reset and everything is normal again no load tbh as expected

Only push verse changes, scene graph island

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Thanks all for the reports. We’ve identified the regression that triggered this issue and are in the process of preparing a fix to be deployed.

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Thank !

I’m a little bit curious, does it come from prefab or scenegraph setup ? If it’s possible to know :smile:

As a workaround I removed all Entities and Components from my project (pretty much all scenegraph) and push verse only works fine now

FYI! Fortnite Ecosystem v36.20 with Known Issues - #5 by Flak

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The underlying bug itself is not scenegraph-specific, but practically speaking the only way this can be encountered right now is if you are using scenegraph-specific elements.

The issue has now been resolved with a server-side update. If you’re still experiencing issues, please continue to report them in this thread.

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It’s not crashing anymore but verse push changes are taking much longer, went from 5-10 seconds to 5-10 minutes


And I also sometimes get this error:

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I think I see what the problem, it’s match with what I do before update ahah.

Thank for the detail, appreciate it :smile:

I can confirm, my Verse push work back on this project !!

I’m still getting issues pushing Verse updates, it also crashed my Fortnite one of the times I tried.

Hi @flyingpigbaby, sorry to hear that you’re still experiencing this. Could you provide your session ID when this happened?

         Session CrashGUID >   UECC-Windows-DED165BA4FA42E72192078871BDAFE37

Is this what you’re looking for?

No, sorry - that’s the CrashGUID. Look for a line in your editor log somewhere along the lines of:

LogMatchmakingServiceClient: Verbose: HandleWebSocketMessage - Received message: "{"payload":{"matchId":"xxxxx","sessionId":"xxxx","playerId":"xxxxx","joinDelaySec":0}, ...

The sessionId field in that JSON blob is what we’re looking for here.

Ah thanks, I’ve started another session since then, but I think this should be the correct sessionId from the one that crashed: 26a21fd666f846728a2903b5bda6bd83

It seems to be working better now, and it’s taking the normal amount of time to push Verse code, thanks!

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Good to hear it’s working better now. I did take a look at your logs, among others reported in this thread, and did see that there were some connection issues related to backwards compatibility checking which took the majority of the time involved in your previous failed operations.

We will follow up on how best to surface more diagnostic information like this to creators when it happens.

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Thanks for the help, yeah that’d be great if we could get more info on what’s happening, a lot of stuff does just feel like “server is doing something” in UEFN currently, but we don’t get much feedback, anything that gives more details would be great!

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