Lag / Rubber-banding while playtesting

Hello!

We are in the middle of making a gun game. The problem is that when we playtest both in editor and with a build the game is very laggy / rubber-banding from the start.

After some time (10~min) it usually smoothens out a bit but it is not perfect.

We are using only devices. No verse and nothing too crazy art wise.

If anyone else had the same issue or could point us in the right direction where to look into troubleshooting please let me know.

Thanks

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I have the exact same issue for my published unlisted islands. It starts out very laggy and then smooths out after about 10 minutes or sometimes even sooner. It’s the same even with private testing.

I can’t wait for this to be fixed. I thought maybe it was just my setup, but if others are having this issue then it would be nice if it can be fixed.

The one case I haven’t tested is when the island is fully published in a listed state. In that case I wonder if the unlisted versions and the private versions just aren’t given the resources that fully released islands are given. Maybe unlisted and private versions of our islands are just given low priority and the servers we’re running on are oversaturated. I don’t’ know, I’m just speculating. I honestly don’t have any idea of what is truly going on. I’m curious, cuz maybe I setup something wrong with too many replicated objects in a small region. But we’ll see.

The best way is to check your logs. It’s tedious but you will see things that are causing retries and waiting, issues like troublesome AI navigation nodes, conflicts with the old water volume device etc.

Which log file has this information? Like the Output Log in the UEFN, or like the Log tab menu when playing during a playtest?

these ones I recon
\AppData\Local\UnrealEditorFortnite\Saved\Logs

Are you using the guard spawner? If you are it makes you rubber band and not able to place builds roughly ever 5 seconds

Hi all,

this was one of the posts i came across while looking for a lag/rubber banding solution. i fixed mine by doing 3 things - removing 6 wild life spawners, making every mesh the player walks on movable and removed one of 3 sequences (well… i added 2 animated objects into the one sequence player).i mentioned in a nother post that i wasnt sure if the moveable thing was a good idea as it costs more to render but… no lag so im going to leave well enough alone for now.

sorry i couldnt be more detailed as to exactly which it was that did it for me but hopefully the above could help someone.