Island unreachable through every published channel — public release, private versions and playtest codes all fail with Server Connection Error (#5) / FailedToConnectToServer, while UEFN Launch Session works

Summary

My island cannot be joined through ANY published channel. The public island
code, every private version code, and the playtest code all fail with
“SERVER CONNECTION ERROR (#5)”. Other players never get past “Downloading 0%”.

This started on 2026-08-01. From the same account and PC, other Fortnite modes
and other creators’ Creative islands join normally, so it is not a client,
account or network issue.

UEFN “Launch Session” works every single time, and the server-side cook
completes successfully, so the island content itself is valid and Epic’s
content pipeline accepts it. Matchmaking simply never allocates a server
session: the client log ends with “Not Ready (FailedToConnectToServer)” about
75 seconds after registering the ticket.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Matchmaking

Steps to Reproduce

  1. In Fortnite, enter the public island code manually (not from recent history)
  2. Wait ~75 seconds
  3. “SERVER CONNECTION ERROR (#5)” appears and you are returned to the lobby

The exact same result occurs with:

  • any private version code created from UEFN (Project > Publish Project)
  • the playtest code bound to the newest private version

Meanwhile, UEFN > Launch Session loads the same island successfully every time.

Expected Result

The island loads and the player joins the session, as it does through UEFN
Launch Session.

Observed Result

“SERVER CONNECTION ERROR (#5)” after ~75 seconds, on the public release, on
private versions, and on playtest codes alike. Other players never get past
“Downloading 0%”.

Client log (FortniteGame.log, times UTC):
19:40:20 LogMatchmaking: [FMatchmakingClient::Register] TicketId=e2d8f7f1…
19:41:06 LogDiscovery: Private Island Code(Mnemonic=[…] Version=[1])
19:41:37 MatchmakingLog: [3374] SetReadyStatus called but status not changed
Not Ready (FailedToConnectToServer)

An earlier attempt shows the content pipeline itself succeeding:
[ServerTime 19:32:24] Starting cook for linkid … {EConsumerRole::Server - Linux}
[ServerTime 19:32:25] Completed cook for request linkid … {Server - Linux}
[ServerTime 19:32:25] Starting cook for linkid … {EConsumerRole::Client - Windows}
[ServerTime 19:32:26] Completed cook for request linkid … {Client - Windows}
[ServerTime 19:32:26] Request completed … finalstate: Active
Client readiness → ReadyToJoin → AllRequestsComplete

So the island cooks and installs correctly on both the Linux server and the
Windows client, but no server session is ever allocated for it.

Platform(s)

PC (Windows 11), UEFN 41.30

Island Code

7373-2475-5181

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Additional Notes

Project: BrainrotHobbyBackflip
Verse Path: /2bblitz@fortnite.com/BrainrotHobbyBackflip

Affected channels (all fail identically):

  • Public island code 7373-2475-5181
  • Every private version code created since 2026-08-01
  • Playtest code bound to the newest private version

Not affected:

  • UEFN Launch Session (works every time)
  • Other Fortnite modes and other creators’ islands, same account and PC

Island settings: minPlayers 1, overtimePlayerTarget 1, maxPlayers 5,
allowJoinInProgress true, islandQueuePrivacy Unrestricted.

Island state: World Partition streaming enabled, HLODs built,
Map Check 0 errors / 0 warnings, memory 43,000 of 100,000.
The island is ~14.5 km along its longest axis.

A release submitted on 2026-08-02 was rejected at content review for rule 1.14
(“does not function as intended”), which is consistent with reviewers being
unable to join it either.

Matchmaking region: Europe (47ms ping)

Server IPs seen in the client log during failed attempts:
18.156.251.85:15022 and 18.157.12.17:15030 (AWS eu-central-1, Frankfurt)