In UEFN, there is a limit on the number of vehicles you can have. It took me close to a month to figure this out as my map was running into an issue where you would be sent back to the lobby with the “You have lost connection” screen. The output log wouldn’t have any info on this either.
I thought I would create a forum in case anyone else runs into this issue. The ABSOULTE limit of vehicles in your map is capped at 100. Any number over that, the game breaks and you cannot load your map.
I haven’t been able to find a work around for this yet, but if anyone has some ideas, let me know!
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
Place 100 or more vehicles in your world (ie: sports cars, nitro drifters, motorbikes, planes, etc…)
Launch Session
Will be sent back to the lobby with the “You have lost connection” OR Fortnite will load the map but the editor will NOT be connected
Expected Result
Load into the UEFN Map with no issues
Observed Result
Run into a problem where UEFN has a limit on the number of vehicles in the world
So glad you found it, you had trouble for so long on this one…
When the cap hits, not being able to load the map instead of vehicle spawning failures is a fairly critical issue.
I forgot to ask, is this a limit of 100 vehicle spawners, or 100 simultaneously enabled vehicle spawners ?
i have 400 spawners and it doesn’t crash, but it lags at a certain point that I’m trying to figure out for like a second. After coming back to same point, it doesn’t lag no more. I guess because it loaded it up in memory. So, I’m
here trying to figure out why.
I have 400 spawners spread out between 6 zones, all triggered when entering each mutator zone. Once triggered, they stay triggered. So at first no, but by the end of race, they are all firing. What is your issue?
im just setting a game up thatll have upwards of 100 spawners is this still an issue? should i enable and disable when needed ?
Update 1:
I also have the lag/high ping
It never kicks me to the lobby but its deffo not correct
Ive disabled them all and it has no effect
Ive disabled shadow and turned on never distance cull and currently testing. I have also spaced the spawners around the play area instead of in 1 spot
Update 2:
Its something with loading the spawners into the player memory/game space idk the correct term but it lags ect then when i drive around to where each set of spawners is it then is loaded and doesnt lag/ping is normal again.
As a work around im going to try and start everyone where the cars are then im hoping itll be loaded into the player memory and shouldnt be a issue
Ping is always between 20-30 in a session and the enable/disable has no effect and the screen lag is insane.
I think what’s happening is its treating each spawner as its own independent instead of a copy of the first so its lagging/causing issues due to loading so much data when having more than 100 devices or so that’s my opinion.
I’m currently working on a new game that requires a lot of spawners so please can this be looked at. I will gladly assist in however i can
My map has no other types of spawners apart from player spawners. Its definitely the vehicle spawners that cause the issue. My map doesn’t have a lot of devices currently as I’ve written the mechanic in verse so they is minimal actual devices but 156 vehicle spawners. I will need upwards of maybe 400 when the game is complete so this needs fixing or I’m wasting my time
If we could get this looked at and a possible work around that would be good