Summary
I cannot load into “game” mode, and it works fine in edit mode.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Other
Steps to Reproduce
Project size is around 100 mb, and there are 2 spawning areas.
- The second skybox spawn area (which is when the game starts)
- The pregame spawn area which is in the first skybox (which is coded to spawn the players in the pregame area if the island were to be published before pressing “start game”.
Expected Result
Maybe exactly what I am experiencing?
Observed Result
I’m not sure, I feel as though this might be a bug.
Platform(s)
PC
Video
Additional Notes
This project is being done completely solo and isn’t backed by revision control, I’ve done multiple things to try and fix this to test the game
in “game” mode, but it just doesn’t let me.
It kicks me back with an connection lost message, and I do have great internet.
Hi,
Unfortunately UEFN’s Memory and pre-submission tesing functionality can still be very broken. Myself and many others had issues where the Memory Calculation button would be greyed out until we changed the play mode type (use the 3 dots where the green play button is in the viewport).
If this isn’t related to that, you may either have too many spawn devices or if you’re doing the memory calculation while being in-game, that will put strain on the server and loading.
Remember to also be in Edit mode when doing the memory calcuation and making any changes, not Play mode.
Can you post a screenshot of the error? These issues are usually tied to memory and, in UEFN’s case, the mode you’re using. Just would like to see whether it’s an execution failure related to packaging and unreal revision or memory.
Each project should also be backed up. Unlike Unreal, UEFN isn’t very reliable only using it locally since you can’t merge or transfer files to Unreal.
It’s odd, when I was in the second skybox’s spawn area, it took forever to start the game, and it would just boot me back to the lobby without an error code.
I tried adding a pregame area so maybe it would load me into the second skybox spawn area
when the game started
and it does the same thing whilst being stuck on the “Starting game…” loading thing
before it just kicks me back to lobby.
Edit mode works fine, but specifically starting the game is when this started happening.
I’ve verified my files, and nothings changed.
I’m honestly believing it has something to do with UEFN being in it’s infancy
so I might just wait a while before working on it again.
As the skybox can conflict with the day/night cycle and adds more to load and properly cull, it can confuse UEFN. Using the pre game spawns could be the best route for now and yeah UEFN relies on the revision control for backing up, keeping
preset assets locked/exclusive to UEFN and maintaing a link to your account so any network hiccup and kick or crash can corrupt the whole thing
It’s not really a skybox actually, it’s just a prop that has the shape of one with no collision.
And it just uses a static texture unlike the main skybox.
There’s so many assets though, if I were to log them into revision control
how would I make sure that they get accepted?
would I need to specifically mention each one and what I changed to the island?
Log into Revision Control, Check-in Changes to make a snapshot.
It only requires a bit of text, I often just type “checkin in”
Make snapshots often, at least after each time you work on it, my current project I’m at snapshot 178.
Can you explain a bit more about this
Yeah, It’s basically just an issue with actually testing the game itself.
I’ve disabled all the spawners and put one just where the terrain is and I’m still having the same issue of it just being stuck on the “Starting Game”… screen but specifically the one in the top left, not the game countdown one.
Sometimes I can open my inventory and stuff and open debug I guess,
but it just sends me back to lobby with an error each time.
I don’t believe revision control is the issue because
I’m creating this with a pretty big hard-drive and storage space.
I agree Revision Control isn’t the issue, but its super important to use it, unless your super lucky.
Each check-in becomes a snapshot, which you can open your map up to how it was at that snapshot.
This helps identify problems, restore deleted content, have a place to roll back to if things go cactus and unforeseen local hardware issues.
Make a snapshot at least when you finish for the day.
Go into UEFN Editor Preferences and in the Output Log section, enable the Timestamp mode.
Try to play, then look at the output log in UEFN hopefully it will show something. It may show a bunch of timeout errors… hopefully it mentions a .UASSET
If it turns up empty, then its time for a systematic troubleshoot… what devices, custom objects, AI, sequences, verse etc are in your project ?
Yeah I just haven’t been using it for a while so I’m going to have to log a bunch of assets.
Also, the issue just got even stranger, I set the countdown timer to 3, and the countdown showed up
But then there was this weird cinematic camera black, and I still couldn’t move after the countdown finished.
It feels like it’s deliberately kicking me back to lobby if I try to test the game.
I’ve just got some custom models, for devices I just have a timer device for the pregame “Spawn island” and a teleporter above the actual map.
I’m probably going to end up redoing all the devices eventually.
Do you have World Streaming enabled ?
I’m going to attempt to grab the output log after I start an edit session.
Yes do a log after trying to launch a session,
The editor load log is fairly generic, but I do see your Project Folder is in OneDrive.
OneDrive does not communicate with UEFN very well, so sometimes it decides to restore file changes or deleted objects from the OneDrive cloud without UEFN knowing.
People have noticed deleted objects returning, moved objects relocating, but I would also assume it could affect devices and restore old settings or references.
The first thing to do is either take the Project Files out of OneDrive control or move them to a new location for the project folders maybe C:\Projects.
Use the Preferences in UEFN to add the new location.
After the move, try a Build Landscape and see if anything pops up.
To make sure your using streaming, check the World Settings and see if Streaming Enabled is checked.
Have you Done a Build HLODs yet ?
If so, to test and see if it is a world streaming problem, in the Content browser Add a new World>HLODLayer.
Then go to world settings and change your Default HLOD layer to the new empty one and try to launch.
I did all of this and I still have the same issue.
OK so we can rule out the world streaming,
Grab the output log from the time you hit launch session
Okay yeah, I’m also going to get a video of the issue.
Here’s a video, I’m going to grab the output log next.
The Landscape warning, looks it like it needs updating, but I don’t see if it does anything else with them.
At the end its a connection time out, but the last thing it says before that timeout is waiting for camera’s
Are you using any camera’s ?
In the video the landscape does look like its not loaded properly, maybe since your already in fortnite the landscape validation issue is causing it to timeout ?
Do you have a yellow triangle in your editor viewport ?
Close fortnite and select all your landscape tiles and right click Save selected actors
Rebuild HLODs and then relaunch session