Large syncs (past 700mb) will not work with URC and PC on a wifi connection

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Unreal Revision Control

Summary

If you have a mediocre connection or connect through Wifi, large syncs (like HLODs) will not work with URC. You simply press to sync and after a lot of loading, message goes away and nothing happens

Steps to Reproduce

Have 2 PC, one is connected to a 50 Mbps connection through wifi.
On PC 1, add 90k worth of prefabs, then build HLODs
Commit to URC
On PC 2, sync

Expected Result

PC 2 takes a long time but syncs changes made from PC 1

Observed Result

PC 2 takes a long time and doesn’t sync changes from PC 1. Prompt goes away and nothing happens.

Platform(s)

pc

hi @Wertandrew ,

These are the connection timeouts for hardwired you will have to adjust them, but there are no guidelines.
The main ones are
HttpConnectionTimeout=30 ;in seconds
HttpActivityTimeout=30

The problem is in the timeout values in
C:\Program Files\Epic Games\Fortnite\Engine\Config\BaseEngine.ini

I see. Bit afraid to touch those as it may affect other things, maybe there is a reason for them to be that. Not sure

hi @Wertandrew
Found the documents
Networking and Multiplayer in Unreal Engine | Unreal Engine 5.4 Documentation
Advanced may not be implementable in UEFN ?

Performance and Bandwidth Tips for Unreal Engine | Unreal Engine 5.4 Documentation

so my brute force method is

HttpActivityTimeout=500

700MB / 2mb =350 seconds add 100 for Network traffic and transient traffic

450 you could round this up to 500

upload speed (7mb download / 4) upload is always 25% of download

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Great suggestions! However, I still don’t want to change the settings without confirmation from Epic, as UEFN is a complex beast that works in hand with the FN client, so best course of action is to forward these to maybe the URC team, which then they discuss with the UE/UEFN teams, then either they approve and tell us to swap, or they change the settings for all users in a future update in a modular way (by benchmarking your connection and setting them after that).

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