HELP! My island tickrate is now set to 14

Hello, so I’ve made a custom bunnyhop script weeks ago, and it seemed to work on my main island (I do my Verse updates on another island), but recently, the script just broke.

Also I was feeling like many of my devices were less reactive somehow.

So I made a quick tickrate print statement inside my script’s loop to check what’s happening, you can see the result on video…


The main island (95k memory), the print shows 14fps


The test island (exact same script), the print shows 30fps

I don’t know what happened, I recently added some easter eggs which are not big, did some world streaming and built HLODs! Didn’t add any loops to my Verse workspace either.

Also, I really don’t know where to look or how to debug this…

EDIT: Just tested on a private version, it doesn’t work either, should I publish the island ?

EDIT2: Managed to go down to 7fps on a private version!!!

UPDATE: Had to do another post since it really got worse.

Tested it on a private version with a billboard that shows the FPS since Print() won’t work here, now it seems that I go down to 13fps on odd rounds and 7 on even rounds!!! Pretty much consistently! (I tested it for 7 rounds)

It also looks like on the first second, the tickrate looks okay (28ish)

Obviously I only have one round settings device that manages all of my rounds :slight_smile:

On this video, you can see an odd round tickrate of 13, then me going into an elemination damage volume that kills me 3s later probably because of lag, then respawning on an even round showing a tickrate of 8 (this is an uploaded private version accessed with island code)

Here’s the code I used for showing the tickrate :

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }

debug_tickrate := class(creative_device):

    @editable
    Billboard : billboard_device = billboard_device{}

    OnBegin<override>()<suspends> : void =
        var StartComputingTimestamp : float = GetSimulationElapsedTime()
        var FramesComputed : int = 0

        branch:
            block:
                loop:
                    Sleep(1.0)
                    ComputingTime := GetSimulationElapsedTime() - StartComputingTimestamp
                    Tickrate := FramesComputed / ComputingTime

                    Print("Computed {FramesComputed} frames in {ComputingTime}s (@{Tickrate}fps)")
                    Billboard.SetText(BuildMessage("{Tickrate}"))

                    set FramesComputed = 0
                    set StartComputingTimestamp = GetSimulationElapsedTime()

        loop:
            Sleep(0.0)
            set FramesComputed += 1

I was about to publish my map soon but in this state everything is delayed and slow, I can’t publish anything…

@im_a_lama Hello! This is something that our Player Support team can investigate for you to give more information: Epic Games Technical Support & Customer Service | Epic Games

Hello Stevie,

I’d like to tell you that the support won’t help me on any UEFN related question, but as usual, thank you for your concern. You know… I actually enjoyed talking to them, they’ve told me many things about support and how the support works and it was great talking to someone from the team!

But mostly, they’ve told me that eventually, someone from the staff would come on this post to save me, and I look forward to that.

Hope you’re doing good and that you’re not overwhelmed by all those replies you’re making, I wish you a wonderful day.

Sincerely yours,
Fenzy

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I finally managed to track down what caused this, it seemed that it was coming from another script I’ve made a while ago which was simply starting prop movers that were assigned to hover platforms.

Just in case someone from the staff comes here, the hover platforms I used was the ones with the blue fire under them, I think the problem is that those platforms have some children components that are set to static.

I actually got a warning in my logger but wouldn’t think it would impact the server tickrate so much.

I replaced them with HoverPlatform that have no static children component and it seem to work! Really strange though…

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