Lore [Automatic Backup] commits mass-delete actors without user action, corrupting production maps between sessions

Severity: HIGH

Summary

Lore commits tagged [Automatic Backup] are landing mass-delete changesets on the project’s main branch without the user performing any deletions in the editor. Multiple documented occurrences on the same project:

  • Rev 4371 — ~156 file mass-delete. Class Designers dropped from 28 → 8, 1 landscape gone, teleporters affected, class-selector cluster untouched (initial mis-diagnosis on my end — see Additional Notes).
  • Rev 4388[Automatic Backup] 157 changes at 21:23:52 UTC. Same profile: Class Designers again dropped 28 → 8, landscapes and teleporters affected. This occurred on top of a fresh manual revert we had just committed as rev 4387 to undo occurrence #1.
  • Rev 4395[Automatic Backup] 158 changes at 01:31 UTC (2026-07-13). Same profile, this one on a snapshot branch that the CLI had silently left as current after a lore branch create. Devices missing from map on next reopen.
  • Rev 4396 — Editor-committed corrupt state during publish flow. This one persisted through UEFN’s own Save All / Check In dialog, not [Automatic Backup] — but the eviction that fed it is the same underlying bug.

Every event was committed by Lore as if the user made 150+ deletions in a single action. No such deletions were made. UEFN was, in every case, running with the project open — no crash, no ungraceful shutdown, no branch merge that would introduce the deltas.

Recovery each time requires lore revision revert <signature>, which is destructive to any legitimate work in the interim and requires the user to know the correct hash to revert to. There is no editor-side UI path to detect or undo an auto-backup mass-delete.

Please select what you are reporting on

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Unreal Revision Control

Steps to Reproduce

UPDATE (2026-07-13): Where I previously stated that neither occurrence was reproducible on demand because the user was not performing destructive actions before either commit, further reproduction has since isolated the trigger. The mass-delete occurs during Memory Calculation or immediately after it starts, and continuing through the subsequent auto-launched Fortnite session that Publish spawns while Memory Calc is still calculating. Definitely after Memory Calc starts. The bug does NOT fire when the user attempts an Upload to Private Version whose upload fails before Memory Calc runs. So the trigger is the Memory Calc phase of the Publish flow — not the Publish action itself.

All occurrences shared:

  • Project has World Partition + OFPA enabled
  • UEFN’s Auto Save is enabled by default (EditorLoadingSavingSettings.AutoSave=True in EditorPerProjectUserSettings.ini, AutoSaveMethod=BackupAndRestore, bAutoSaveOnLaunch=True)
  • UPDATE: Auto Save and “Auto Save during iteration” were both tested in the disabled state. Disabling them had no apparent effect on the bug either way — the mass-delete still fires. This rules out UEFN’s Auto Save as the trigger.
  • Lore has connectivity to the remote branch at commit time
  • Commit message on the mass-delete is the literal string [Automatic Backup] 157 changes (or similar count) — indicating a scheduled Lore-side backup mechanism, not a user-driven commit

Expected Result: An automatic backup commit — if such a feature exists at all — should never delete actor files that the user did not delete in the editor. At minimum, an automatic commit that would delete more than N files should be blocked and surfaced to the user for confirmation. Better: no automatic backup should ever produce a destructive changeset without an explicit user save action that intended those deletions.

Observed Result: Lore silently commits 150+ file deletions attributed to the user, with no user gesture that caused them. The commits push to the remote branch on next connectivity. The corrupted state becomes the canonical project state until the user notices and manually reverts. Devices lost in-editor across occurrences include Class Designers, Class-and-Team Settings & Inventory devices, Accolades devices, Stat Powerup devices, and other configuration devices. Additionally the asteroid dome geometry (129 asteroids placed in a hemisphere) reverts to a prior unshaped scatter, though those specific mesh actors are not deleted — only their transforms are lost.

On Reproducibility: Willing to share full lore history output, revision signatures (4063c30744312c35af35aa6ca861511ce23d48ea0254ec46fdb1b196e3e55e7b for occurrence #1, 3f116a504d9b24973aa7fa281f55cb938f99602d011d10887565e83608f78c50 for occurrence #2, plus several since), pre/post actor manifests, and OBS video attempts of devices vanishing from the Outliner during Memory Calc, on request.

Discussion — I/O assessment

This is common sense to the level that you could not charge people money for this product in its current state and survive as a company. And you’re drowning because people can’t get to the point of success where the licensing fees activate — because the FIRST and MOST fundamental things don’t work in your editor, and what is brilliant in there, the UI dysfunction sabotages, as a rule.

Timeline of documented occurrences

Time (UTC) Revision Event Actor delta
2026-07-12 ~afternoon 4371 Auto-backup mass-delete #1 ~156 files deleted, incl. 20 Class Designers, landscape, teleporter
2026-07-12 ~20:00 4387 Manual revert of 4371 by user (via lore revision revert) +156 files restored
2026-07-12 21:23:52 4388 Auto-backup mass-delete #2[Automatic Backup] 157 changes ~157 files deleted, same actor classes as #1
2026-07-12 21:39:37 4389 Auto-backup — 1 change
2026-07-12 21:39:37 4390 Auto-backup — 1 change
2026-07-12 ~22:15 4391 Manual revert of 4388 by user +157 files restored
2026-07-12 22:10:31 4394 User manual commit — merge of the revert into main
2026-07-13 01:31:07 4395 Auto-backup mass-delete #3[Automatic Backup] 158 changes, on an insurance snapshot branch that the CLI had silently left as current ~158 files deleted
2026-07-13 01:49:18 4396 User commit after devices vanished during publish flow, capturing corrupt in-memory state 129 files (asteroid transforms — the user’s session work at the time)
2026-07-13 02:02:57 4397 Manual revert of 4396 by user +129 files reverted
2026-07-13 03:45:39 4400 User manual commit — pre-emptive save before further reproduction attempts

Platform(s)

PC (Windows 11)

Video

I tried to capture. Imagine somebody actually ripping all the wires out of your game and lighting it on fire, repeatedly — how colorful your language could get. Just imagine, there in the Outliner, all your ■■■■ that you worked for possibly days to place, arrange, and wire ISN’T any longer, by no action you took or permission you gave, or possibly having any coherent explanation.

Additional Notes

  • UEFN was closed when the recovery revert was run for occurrence #2. No process contention on the .uasset files during revert.
  • Post-revert MCP scan of the persistent level confirms restored counts: Device_ClassDesigner_V2_C back to ~28, Device_Teleporter_V2_C back to 37, Device_ClassSelector_V2_C unchanged at 27 (this class was never affected — an earlier preliminary note of “0 class selectors” was a diagnostic filter error searching for the wrong class name and is not evidence of loss). Loss of Class Designers, and of Class-and-Team Settings & Inventory devices, was confirmed in triplicate including in-editor and visually searching for the devices. Many other devices including Accolades, Stat Powerups, and several other categories were deleted as well.
  • The pattern was originally suspected to be: (a) UEFN evicts actors from the in-memory level manifest due to an unrelated bug (candidate: OFPA streaming for unloaded WP regions being treated as “no longer referenced”), and (b) an auto-save-triggered Lore commit then propagates that in-memory eviction as a persistent 150+ file delete. UPDATE: The auto-save half of this chain has been apparently ruled out by testing with Auto Save and Auto Save on iteration both disabled — the mass-delete still fires. So it is Lore’s own scheduled backup mechanism, not UEFN Auto Save, that is committing the corrupted state.
  • The Save Content dialog on editor close was observed offering to save the packages of the missing devices as pending modifications. Clicking “Save Selected” in that state would have persisted the deletion to disk manually — same failure mode as auto-backup, triggered by the user unwittingly. Cancel / Don’t Save preserves the on-disk .uasset files, and reopening the project surfaces the actors again because the in-memory eviction was never persisted.

Impact

  • Data loss on production maps. Every occurrence wipes 150+ hand-placed actors including class designers (player class configuration), and has been observed less commonly deleting landscapes (world geometry), teleporters (spawn logic), etc. Total re-placement time per event: multiple hours if the user cannot identify the correct pre-corruption revision. The “Unreal standard” 10–100× as long as anything should take if programmed correctly or if it had a common-sense UI or professional-level testing or documentation (looking at management, not the actual talent).
  • Blast radius unbounded. The changesets go to remote via lore push on next connectivity. If a collaborator syncs before the user notices, the corruption propagates.
  • Silent commit attribution. The commit is attributed to the user (Creator: moonligh7er, Committer: moonligh7er) even though the user made no deletions. Blame trails are useless for diagnostics. Wrong attributions are substandard for a would-be “enterprise”-grade editor.
  • No editor-side warning or dialog when the delete happens during Memory Calc or during the auto-launched Fn session that Publish spawns during Memory Calc. UEFN only surfaces the missing-actor state after the fact — when the user goes to Commit Changes and finds the changelist gutted, or when they re-open the project and the Outliner is missing devices, or when they attempt to playtest and Class Selectors do nothing. The user only discovers the loss after (a) reopening the project and seeing missing actors, (b) inspecting lore history, or (c) attempting to playtest and no class selectors work.
  • Trust erosion in source control. Users learn they cannot leave UEFN idle with revision control on — a regression on the fundamental “save-often” workflow every editor promotes. This is not professional, not sustainable, not worth anything when everything takes 100× longer than necessary to maybe-ever work, and then might be deleted without action / permission / notice even if it does.
  • Recovery hostile to non-CLI users. Recovery requires the Lore CLI (lore history, lore revision revert <hash>). There is no in-editor “restore previous revision” or “diff last commit” UI. A creator without CLI experience would lose the work permanently. A creator in Fortnite Creative (non-UEFN) — from my understanding — does lose the work permanently. Somebody owes a lot of people an apology for their time, to say the least.

Suggested root cause (informed guess)

Best-guess causal chain — flagged as speculation at best:

  1. An unrelated UEFN subsystem (candidates: World Partition streaming for regions unloaded due to memory pressure, GroupActor + OFPA eviction bug, or a background async load failure) drops actors from the level’s in-memory manifest while their __ExternalActors__ .uasset files remain untouched on disk. This is triggered specifically during the Publish flow’s Memory Calculation phase and the Fn session auto-launch that runs concurrent with it.
  2. UEFN’s Auto Save fires at its next interval and re-serializes the level manifest to disk. Ruled out by testing: Auto Save was disabled and the bug still fired. Something Lore-side (a scheduled backup timer or file-watcher) picks up the difference between the in-memory manifest and the disk manifest, or between the disk manifest and the last-known-clean commit, and stages the diff as a mass-delete.
  3. Lore diffs the workspace, sees that ~157 __ExternalActors__/.../*.uasset files are no longer referenced by the level manifest, and treats them as user-intended deletions. It stages and commits them under the [Automatic Backup] label.
  4. The commit is auto-pushed to remote on next connectivity, propagating the corruption.

Requested fixes (ordered by impact-to-effort)

  1. Bulk-delete safety valve on auto-backup commits. If an [Automatic Backup] commit would delete more than N files (suggested N = 5), refuse to commit and surface a modal to the user: “UEFN is about to record a deletion of 157 actor files that you did not delete in the editor. Continue?” Default: no.
  2. Never auto-push destructive auto-backup commits. Keep them local until the user has reviewed and confirmed. The current auto-push behavior means corruption ships to collaborators before the user notices.
  3. In-editor “restore previous revision” UI. UEFN should expose lore history + lore revision revert equivalents in a dialog — one-click “roll back to previous auto-backup” without CLI.
  4. Distinguish user-intended deletes from evicted actors. If an actor is missing from the manifest but its __ExternalActors__ file is untouched (no DeleteObject transaction in the editor’s undo history), treat it as a candidate eviction bug, not a delete. Do not stage its file for removal.
  5. Fix the underlying eviction. Track down what is silently removing actors from the level manifest during Memory Calc + Fn session auto-launch. Likely candidates: World Partition streaming under memory pressure, GroupActor + OFPA writeback, async load failures triggered by the concurrent session launch.
  6. Correct commit attribution. Auto-backup commits should not be attributed to the user as Creator / Committer. Use uefn-automatic-backup or similar so blame trails are meaningful.

Workaround (current)

Not a fix — closes the window and adds a manual insurance layer:

  1. In UEFN, open Revision Control Login and set Provider to None (revision control disabled). This disconnects the editor from Lore so Lore’s own scheduled backup timer cannot commit anything. The Lore repository on disk and remote remains fully intact — lore history, lore revision revert, and lore push continue to work.

  2. Commit to Lore manually via the CLI after each meaningful save session:

    lore stage .
    lore commit -m "your message"
    lore push
    
  3. Before each Lore commit, run lore status and visually confirm the changeset does not contain unexpected mass deletions.

  4. When the corruption fires anyway (it can still hit during publish attempts even with Provider = None), close UEFN without saving — if the Save Content dialog appears listing packages of missing devices, click Cancel or Don’t Save. The on-disk .uasset files stay intact and the devices come back on next reopen.

Previously suggested and ruled out: Editing %LOCALAPPDATA%\UnrealEditorFortnite\Saved\Config\WindowsEditor\EditorPerProjectUserSettings.ini to set EditorLoadingSavingSettings.AutoSave=False, AutoSaveMethod=None, and bAutoSaveOnLaunch=False was tested and had no apparent effect. Auto Save is not the trigger — Lore’s own backup mechanism is.

None of this fixes the eviction — it only prevents the corrupted state from being committed without user review. The only durable fix is Epic addressing the eviction upstream.

Discussion (broader)

Between teleports not working for no reason (if there’s a dysfunctionally-petty limit, document it) and somebody’s worthless or half-done work wasting / literally deleting mine, this editor as-is is worthless to the future of my company, me, and most of the would-be creator community. I’d like to see an even slightly functional version, but general failure to correctly order priorities beyond the level of a remedial child (FIX, YOUR, EDITOR) doesn’t point that way. Fix, your, editor, starting with sync. There is nothing else you need to be working on until that is addressed. Or, good luck, really.

Get rid of Lore entirely until you can do it right. Idk if somebody’s not skilled enough to resolve timezone differences in their code lol or what the issue is, but it’s too stupid to sync one user let alone a team. Under no circumstances should an editor be overriding, undoing, or straight up MAKING UP the decisions of the owner and only developer on a project without action or permission — randomly, or on an incoherent trigger, and still without notice. This is an example of a long list of things that indefensibly-fish-tank-IQ management is not prioritizing as emergent, exactly on-brand with the famous schizo incoherence and half-function of the editor and UI at large — which has diverged entirely from modern standards or sensibility in any area other than the brilliant bits we can’t get to because the basics don’t work no matter how much gold you toss into a dumpster fire. This stuff — that users have been telling you is deleting their work, that for some reason is still broken — should have never been released as a finished product, or even mentioned yet. Like physics.

Notable edits to original post: Where I previously stated that neither occurrence is reproducible on demand because the user was not performing destructive actions before either commit (despite being incorrectly logged as being the user’s action), further reproduction has since isolated the cause to occurring more specifically after memory calc. is started (not mere upload to private version) and after the subsequent auto-launch of a Fortnite session, but while memory is still calculating.

Auto-save and autosave during iteration were not necessarily thought to have any effect but were turned off for later tests and confirmed that their setting actually has no apparent effect on the failure or resolving it.

I am sorry for this bug report quality, I’m reporting from inside of an actual flaming clown car where nothing is sensible and everything is hostile, and it gets confusing.

“This topic will automatically close in 6 months.” Is that why most things are un-fixed years later (other than inability to manage ordinal priorities)? Closing unresolved tickets? Huh. Manually closing tickets like physics breaking all movement as “working as intended” is definitely not helping either though (working as intended, in this universe I guess, is different from working correctly/practicably/really at all).

Can you please provide repro steps:

  • that trigger this without using the CLI?
  • that trigger this with the CLI used while the UEFN project is CLOSED?

Using the CLI with UEFN is not recommended in general, and especially not with the project open.

What CLI operations are you doing while UEFN is open? Are you doing things like sync, branch switch, branch merge, revertor such?

Please note that:

  • You can sync a previous local backup using the Branch Explorer using the Load Backupfunctionality that you get when clicking on a backup node in the graph view.
  • Lore works on a file level. If a file is missing from disk it will track it as such, regardless if that file is deleted by the user in UEFN, by the user in Windows Explorer or via any other means. It would be important to figure out who/what is deleting these files. If you do CLI operations while the project is open, the CLI will change files on disk that the editor will then track as changed/deleted/added. Therefore again, - in general - do not use the CLI while the project is open in the UEFN editor.

Thanks for engaging.

Repro without CLI:

Yes. Occurrence #1 (rev 4371) happened with zero CLI use up to that point, in the project (Python via MCP listener or the editor are how I do everything, never live edit (in-game) or CLI. Sequence was: normal in-editor work → Save All → in-editor Check In Changes → then Publish flow, specifically the Memory Calculation step. Devices vanished from the Outliner during Memory Calc (and continued vanishing through the auto-launched Fn session that Memory Calc spawns concurrently). lore history after the fact showed a commit tagged [Automatic Backup] 156 changes, attributed to me, that I did not author — the CLI was not invoked to produce it. It was seemingly Lore’s own scheduled auto-backup mechanism.

Important distinction: plain Upload to Private Version does NOT seem to trigger this — that path completes and yellow-flags Memory Calc as undone on the published build. It’s Memory Calculation specifically that apparently triggers the mass-delete, whether invoked directly or force-invoked by the editor as a required step before upload to pvt version (which I believe is when this bug started manifesting for me).

I only used the CLI after each occurrence, for recovery — never before. CLI was more an example of what a user shouldn’t have to engage with just to not have their stuff deleted.

Repro with CLI used while UEFN is CLOSED:

The mass-delete itself does not trigger from CLI use while UEFN is closed. Every recovery lore revision revert I’ve run was performed with UEFN closed (verified via Get-Process returning no UnrealEditorFortnite; also I closed the editor myself and then monitored it in Task Manager to wait for it to ACTUALLY close), and those reverts cleanly restored state without producing any fresh mass-delete. So on the specific question of “does the bug reproduce via CLI-with-project-closed” — no, it doesn’t.

What CLI operations I do while UEFN is open:

Only read-only ones during a session: lore history, lore status, lore branch info. Nothing that modifies disk. All destructive CLI operations (lore revision revert, lore branch switch, lore push of new commits) have been done with UEFN fully closed.

On the [Automatic Backup] tag:

That commit-message label is Lore’s own — it’s how Lore tags the commits its scheduled backup mechanism produces, not a message any user (CLI or otherwise) typed. If you can point me at where in the codebase that label is emitted, that would help pin down the responsible subsystem. Might be the smoking gun. This is a Lore-side or UEFN→Lore-integration-side auto-commit, not a user action.

“Who / what is deleting these files”:

Best current hypothesis, flagged as speculation:

  1. UEFN’s Memory Calculation phase runs (either directly invoked or force-run by the editor before certain uploads), and auto-launches a concurrent Fn session as part of the same flow.
  2. During that window, actors are evicted from the in-editor level manifest (candidates: World Partition streaming under memory pressure, OFPA writeback failure, GroupActor eviction bug — all previously observed on separate reports).
  3. Lore’s scheduled backup timer captures the diff between the current in-memory manifest and the last-known-clean state, and commits it as [Automatic Backup].
  4. The commit auto-pushes to remote on next connectivity.

Note: Auto Save + Auto Save during iteration were both disabled in EditorPerProjectUserSettings.ini (EditorLoadingSavingSettings.AutoSave=False, AutoSaveMethod=None, bAutoSaveOnLaunch=False) and the mass-delete still fires — so UEFN Auto Save is ruled out as the persistence path. Something Lore-side is picking up the corrupt state.

Plain Upload to Private Version without Memory Calc: does not trigger the mass-delete. That’s the counter-example that isolates Memory Calc as the causal step, not the Publish/Upload path in general.

Load Backup via Branch Explorer:

I hadn’t tried that specific UI path — was recovering via lore revision revert <hash> from the CLI. I’ll test the Branch Explorer Load Backup as an alternative recovery on next occurrence and report back on whether it produces cleaner results than the CLI revert. Thanks for the pointer, but in no case would that working make this problem require any less address. I should not have to revert anything let alone continually; that would be beyond deranged. It’s one user; it’s not like it’s failing to manage a conflict, it’s CREATING the conflict. My things should not be deleted at all without explicit action let alone permission or notification, period, not once, and certainly not re-enforcing itself multiple times thereafter. I won’t write much important in what I know to be disappearing ink no matter how nice the color.

If I were to approve one of the messages about “save these unauthorized changes?” (which always appears for the first visible time only after-the-fact of the deletion — the editor never announces or asks permission for the deletion as it’s happening), it would delete this stuff from my DISK too, no? X_X Game over.

Sequencing note that may matter: I publish a correct version with intact devices → what actually reaches the game reflects the broken version with everything deleted. This isn’t “upload succeeds cleanly and then something separately deletes in my editor” — the game itself receives the corrupted state. That timing suggests the deletion may originate inside Memory Calc’s runtime pass or in the Fn session load itself, and then feeds back to the editor via whatever channel the session uses to communicate level state, despite zero edits having been made in the editor.

And for the Creative kids, separately, their work IS just GONE (unless they have a revert option — but the consensus seemed to be that one didn’t exist… can’t confirm, I don’t use Creative).

Willing to share: full lore history output around each occurrence, revision signatures, actor-count deltas pre/post, and OBS video attempts of the Outliner losing devices mid-Memory-Calc.

Thanks for the additional feedback.

So what I gather are:

  • You say that during UEFN’s Memory Calculation phase a mass-delete occurs where devices vanished from the outliner during the memory calculation and devices continue to vanish throughout the auto launched Fn session).
  • Lore, in turn, tracks these deletes and performs an automatic backup.

The real question then becomes why these deletes are happening during the Memory Calculation phase. From what you’re saying, Lore works as intended: it should track the deletes. But the deletes should not happen in the first place.

Could you record a video of the mass-delete as it happens to you? As well as the logs of that session (UnrealEditorFortnite and revision control logs).

Does your project have multiple different levels (that are potentially loaded and unloaded during the memory calculation phase)?

Yes but I think it’s not just why they happened but also why it keeps re-happening multiple times after that, re-forcing deletions and transforms that I never did to start with… why it keeps overriding my more recent changes as the only user. After each time it re-forced the deletions, I fixed them via that CLI restoration and re-organizing the 128 asteroids with a Python script, so it seems stuck on something that’s wrong/corrupted and completely not respecting chronology, something that’s directly contradicting and overriding user edits which should never be possible (it’s not one user vs another but the system vs the only user it has to juggle). If Lore is working as expected, it shouldn’t be forcing wrong and older versions on the one user, ever.

In at least one post-rev-4400 corruption event, devices were deleted while asteroid transforms remained intact. Mechanism unclear — this could be a fluke, a WP-cell-based selection artifact, or evidence of separate targeting criteria for the two damage classes. Insufficient repro data to conclude. In all cases the asteroid and class designer/team settings/accolade/possibly other unknown had to be fixed separately.

CLI lore status sometimes reports the tree as clean while UEFN’s Check In Changes dialog lists pending items (Lore CLI vs editor pending state disagreement). I hit the reverse: UEFN said “no changes” for check-in even after MCP moved 129 asteroids, until I marked them dirty using a.modify() and manually removed the dirty condition from save_packages to write the packages the editor failed to mark appropriately to disk using unreal.EditorLoadingAndSavingUtils.save_packages([pkg], only_dirty=False)

This was a few tests in and not the cause of anything. The asteroids were originally arranged the same way, and their not being correctly marked could explain their not making it, but never once were class designers, etc. manipulated this way.

Only have one level. Maybe notably the class designers are inside underground volumes, and underground. They are not being deleted in a consistent “shapely” way that would cause me to suspect it was a placement/mesh overlap issue (that and, this is a new problem). I’ll remove the mesh above them entirely next test. The asteroids are up in the air, no underground vol or mesh overlap.

Rev 4400 is on disk + remote, editor is currently in a clean loaded state, haven’t yet fired another Memory Calc against this stable state to test if it corrupts again (merely uploaded to private which itself doesn’t trigger the.. attacks).

This being an impasse, if I mess with Unreal today, I will run memory calc again, if no damage then report (with records you asked for), if still damaging my stuff then I’ll remove the mesh above the devices entirely, same test, and if fails will set provider+none to turn off Lore entirely to see if that’s an effective workaround to stop the attacks, only for users who don’t need a team of course, and not helping whatever’s going on on Creative.

I did launch the private version from Fn using the code today, and there my class selectors aren’t working (including one that is the entry point to one of only three teams, and the other teams have player limits so I guess 1/3 of players would be SOL), so clearly memory calc or not (not=just uploading to private version which doesn’t inherently calc memory) the correct version is never making it to the game. It was stable after last correction and commit when I closed, it’ll be an interesting flavor of clown shoes if it’s somehow fed back to my editor and everything’s screwed up there again.

Launching the game via test code in Fn did not delete the things/reproduce the problems that occur with memory calc (seemingly ruling out game-launch as a trigger, which I wanted to check in case I got it wrong because they happen concurrently). However, those things as said still don’t work. Clearly, those things never made it to the island despite it claiming upload was successful AND the changes not being undone in editor during or after (like when I select memory calc instead of upload to pvt). So it’s refusing or intercepting my changes no matter what, feeding them back into the editor if I use memory calc. This software has entirely lost the plot.

It’s calculating memory while we’re standing in that waiting room before our islands load though right, I thought? Or no? Trying to figure out if this needs to be isolated to something more specific because all I can tell is that it happens only after I select Memory Calc, during memory calc.

Maybe the editor’s massive instability (or Windows 11 Pro’s but given Fn instability, leaning not-them; y’all got the many crash reports) played a role that I’m not remembering here (hard to measure water while drowning in it), and a crash corrupted something that’s feeding backwards somehow? For that to be possible to lock in a corruption so obstinately would need to be addressed; “don’t crash,” would often be telling users to use something else. But it doesn’t feed backwards (or happen however it’s happening) from launching the game whether or not that calculates memory, only happens during memory calc initiated from editor.

I’ll try with Lore off only to rule out other factors, but I was intending to do some team work so uh, the standing advice, “turn it off,” is not exactly a fix (for my case). Backing up is done but not the answer either when it doesn’t bother to ask permission or even say when this happens until you go to commit changes again, so who knows how much work might be done in-between (this type of loss of legit work occurred around rev 4396 I believe, because legitimate work and the work of one of these unauthorized attacks on my work were both present in one of the same commits).

Again commits and CLI use at all were only turned to after the game-breaking failures and couldn’t have caused them, and were only turned to because the editor could not itself save or upload the correct version, still has yet to upload the correct version even though it didn’t get maligned in my editor during/after last commit+upload to pvt; none of the devices being attacked seemingly work regardless of whether they have or havent been deleted in editor (they do with memory calc, dont with mere upload to pvt). It’s stuck on incoherence and my game and game dev are currently both dead in the water.

When I close the editor and it asks if I wanna save all it’s unauthorized deletes (explicitly informs me of them for the first time, versus passively in the log when they happen, if a user has it open), I click “no, of course do not save that,” re-open editor, and the devices are not deleted. So these deletions are apparently in-game and in-memory corruptions only, not on my disk, but it keeps trying to force it back on me and blocking the correct version ever uploading regardless of what I save or what it claims it successfully uploaded, all silently.

Re: video apparently the upload limit is quite small, <1min equiv, I don’t wanna save in worse quality cuz then I have to do more than bare min changes to OBS’ worthless default recording settings and re-record cuz it’s already mids, and I’ll have to polish a bit more for Youtube :wink: All my video evidences is that the devices in question exist and are spontaneously deleted without selection or user action, during or immediately after memory calc. I’ll gut my whole game for diagnostic purposes again later maybe.

When you use WINDOW -> EDIT LIST, do you see any delete operations that are triggered by the LIVE EDIT session when doing the memory calculation + edit session afterwards?

Yes, the deletes instantly (upon deletion during memory calc) appear in the edit list, noted that passingly somewhere, I think they’re incorrectly attributed to me there too.

Fun new finding: If I duplicate the project and turn lore OFF when duplicating, the attacks persists. :smiley:

It seems: Memory Calc is the direct mutator and not Lore auto-backup. Lore was only accelerating the persistence via auto-commit, wasn’t the cause.

Stupid me, saving my work with the bug that is Lore disabled, I have now manually saved the corruption of the COPY to disk, which copy is now somehow more ruined than the original, though I can copy the files back to re-enter the cycle (and spend my time re-deleting intentional deletions made around the same time–which makes any progress, worthless, or at least a massive waste of over double my time).

What’s more interesting though is, I didn’t run memory calc for the copy, just uploaded to private this time. It attacked my stuff anyway. So, I don’t know if the cause is memory calc, after all, anymore than Lore, just that it only happened on memory calc specifically with the original, that it happened regardless of not calculating memory with the copy.

Kind of riding on the same-ish theory that memory calc is failing at resolving sync, exerting pressure that’s silently breaking stuff and the pushing the things it’s evicted back to my editor as changes, which should NEVER happen least of all without the kind of common-sense self-flagging that comes up constantly as a factor making bugs and their incidence rates exponentially worse.

Anyway I can’t even actually copy/paste them cuz it refuses to acknowledge them, any load-related options are greyed out. Brilliant. The copy is literally more destroyed than the original, unrecoverable so far and we’re many times over beyond reasonable effort. Next step would be trying to overwrite the copy’s .umap with the original’s? To compensate for a clown car failure to start with and hope the cycle spontaneously stops so I’m not now just trapped in a much more difficult repair process? Dude pass.

All I know anymore is somebody else’s work has sent half a project’s worth of mine into an endless meatgrinder, that in it’s state this editor is worthless within a coherent ratio of effort:added value (it’s brilliance is diminished by it’s negligence). I hope this gets worked out for posterity’s sake, I will return logs, maybe tomorrow. Today’s findings were even more absurd and incoherent, and yesterday instability issues interrupted recording (crashed) right before the bug would have produced for recording/log-grabbing that could have been flagging before the issue happened. Have to hedge my time investments into stable platforms tbr with you b/c this is unreal.

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Discussion (Broader)

This is not enterprise grade. :upside_down_face: :melting_face:

Or even Sophomore grade. Epic addressing that real bug instead of pretending it’s otherwise and continually tossing gold parts into an overall dumpster fire would actually enable studios to prop Epic up with royalties. And such simple common sense forever-standards like self-flagging would go so far toward mitigating so much of the time waste that prices out studios and solo-devs without times over more money and time to burn out. Good luck, otherwise, to Epic, with all the awesome stuff we’d sure like to be able to get to past getting swarmed with bugs harder than an Egyptian curse and a UI apparently designed during the period where Greece forgot how to write. I’d rather A-, B-tier graphics in games and editors that work. I’m not wrong; weapons and damage each independently may or may not work/register at all in UEFN and Battle Royale, Lore can’t sync one user, y’all are gutting my project in cycles, constantly losing Creative kids’ days of work (they can’t revert), and crying about how we aren’t giving y’all enough money. Well, ya didn’t spend any of 40% of yer value invested in ye on making the editor coherent, soo… We’re roasting marshmallows over here, you can’t possibly be looking at us. I’m really sorry if y’all prioritized the wrong things and it’s too late but uh, it’s almost like… it’s not, if y’all pay attention real quick? I’mjs y’all marketed this to us, soo… Help us help you? These are the specific reasons we’re not propping y’all up with royalties. ^ I can prove it mathematically, geometrically, theosophically lol. Can be reduced to total lack of approachability/intuitiveness/common sense UI design/standards (modern or ancient), professional level documentation, or largely even basic function (eg with anything sync or transform or physics).

History sets my expectations for even the first things being addressed, after years (more gold, no less fire obstructing us accessing it). People will bills and ambitions don’t have 2+ days to have all work either halted or actively undone and repeatedly, to still just be figuring out, due to refusal by Epic to document anything, what is even going on, if there’s any path forward, if there’s any point, or if this will be written off as ‘working as intended’ despite not working coherently (“oh you merely needed to know this thing you had no sane reason to be expected to know, and that one of the editor’s alters knew but was too substandard to flag to the user or share with it’s other alters, duh,” usually unknown due to sub-professional documentation/outsourcing documentation and testing entirely to users).

Maybe in somebody’s delusion this is professional grade and needs more gold accents bolted on before it needs to be melted down and reforged into something coherent that doesn’t get stress fractures or shatter every other time you look at it. Good luck getting people to use this stuff and paying what’s left of your staff with delusion. Somebody let me know if it gets cleaned up please, I guess. Available for the rest of summer for UI/X, I/O, and/or Product Optimization if Epic wants to make an of-this-moment wasted half-project up to me and Idk acquire perspective that’s perhaps the only thing more broadly missing than documentation.

I’d write the whole thing in Verse because it’s got flagging intelligence and documentation, but that’s blocked at various outlets in UEFN. So is Python for diagnosis, or I’m using it wrong… The current state will lead to unnecessary and continued user losses and loyalty/familiarity/success being built elsewhere until late 2027/2028… Hopefully that instantly solves all problems! I’m not being mean, I’d like (uhh and made considerable investments in) the Star Wars IP partner to succeed, I’m a huge fan of the creative and engineering intelligences behind Fortnite, want them/y’all/Idk who reads this to succeed. But I understand exactly why everything that’s not getting made isn’t getting made after working with this editor. It is the editor. It sure is not lack of creativity or the mania for getting unreasonably awesome stuff done among the user base, by any account lol. I just need someone to explain what corporate hears when reports from reality reaches it? Being mean is telling the emperor he’s not naked. “Go on stage, there is not toilet paper in your hair.” “This product is ready for release for the demographic you’re marketing it to.” Lies that serve noone lol I’mjs.

Some of the most impactful fixes aren’t even tall orders but asks that are non-negotiable classes of (functional>different every time) always-have-been standards. Realtime, even proactive flagging? What you need is already built into your code; make the associations, please. Documentation and tooltips? Please share your secrets because the issue tending toward being a learning curve… Ehhh whose? Adjacent to the granary or no, please just tell us, and at the time when it’s helpful. Is there a teleporter limit? Please tell me. Seriously lol please, it’s a production blockage.

Stuff breaks naturally and that’s not it either. A lot of missing standard requirements, largely UI/doc/rushed/half-polished (lightning the rocket before mastering the wheel) were made that makes those inevitable breakages 100x more time-waste for users, is what’s avoidable. And a lot of priorities were set that were not finishing the engineering of all the foundational parts. Snap and damage and all manner of first-things stuff working correctly and some priority given to engineering stuff to completion that’s above me would be ideal and seem like the correct order of operations? Hire a UI/X psychologist team? Hire the Youtubers that did your documentation and know more than me? Please tell somebody they’ll be not let go and more loved for fixing the foundation and UI, some documentation, and some of the basic functions like snap or sync than if they coded the Matrix or something more careerist-ambitious like the brilliant gold artifacts we keep getting burnt before we can touch. I’ve seen a lot of users document, report, beg for mercy lol. The only person I’m witch hunting is this company’s ordering of priorities, incarnate; the conceptual Master of Priorities. Needs to try moving polishing the editor up for a quarter or two just for fun, like y’all marketed it to anybody not in group-chat with the engineers building around their needs. It is a whole category of things and a whole area of priority not addressed that hardly matches the template format of a lower-level bug report, about how none of these issues left simmering for years matches the sub-model of solo dev and small studio royalties. The severity rating should bump it up to eye level because it is truly unreal.

My expertise is with Lore and given that the issue happens with Lore disabled and appears to be more LiveEdit related, I’m going to try to loop someone else in who can assist you @moons7onr - thank you so much for the detailed information.

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Hello @moons7onr! I’m taking a look at this on the live edit side. Nothing to update as of yet but I’ll post here if I’ve got a fix or I need more info from you. Thanks for all the info you’ve provided!

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[Back on the original, since the copy with Lore disabled is more difficult to fix and the corruption carried over–notably Lore=ON on original, OFF on copy] I moved most or all of the stuff getting deleted to the middle of nowhere in case it was too close to too much stuff (was scared it was something like that, which would be called a user error by some and bad UI/error flagging by a partly overlapping others). Didn’t stop the deletions. Anyway caught the log this time and too lazy to redact the full thing right now but here are highlights:

(Uhh also this test was started by started a live session unlike the others, bad science I know but we’ll see that’s irrelevant)

Normal publish flow (successful):

  • Matchmaking → server assignment → session created → content cook → distribution → “Successfully activated content on all platforms”

Corruption event:

Hundreds of LogActorLevelEditorSelection: Warning: SelectActor: The requested operation could not be completed because the actor has invalid flags. Flags: (0x00208000) warnings.

0x00208000:
Decomposes to 0x00200000 | 0x00008000 = RF_MirroredGarbage | RF_TagGarbageTemp — Unreal’s flags for “actor is marked as garbage, pending cleanup / destruction.”

Something in the publish + session-launch flow is marking these actors as garbage while the editor’s still holding references to them. When the garbage collector next runs, they get destroyed. Seemingly the eviction mechanism I’ve been battling.

Which actors are getting garbage-tagged:

  • Class Designers (Vader, Boba, Chewie, Mando, IG11, Ahsoka, Windu, Marksman, Medic, etc.), Team Settings & Inventory, Accolades, Stat Powerups, Stat Counters, Round Settings, End Game Device, HUD Message Devices, Class Selectors, Class Selector Pedestals
  • Verse devices too: Verse-sg loadout granter, Verse-formation engine, Verse-squad advance — the ones your Verse code depends on
  • Hero Devices, Player Spawners, Player References, Objectives, Trackers, Teleporters, Voting Options
  • Environment stuff: Cube Water planes, Adjustable Spotlights, Billboards, Dance Mannequin, Razor Crest

Timing: These warnings fire IMMEDIATELY AFTER SpatialGameplayActorLoadingStateUpdated: ESpatialLoadingState::Ready — exact moment the game session goes live during the auto-launched Fn session that Publish spawns.

Seems to confirm (Speculation, I’m a design guy x.X):

  1. Bug isn’t Lore. Lore’s not mentioned anywhere in the warning sequences.

  2. Isn’t Memory Calc directly. Memory Calc finished successfully (log shows cook completing). The garbage-tagging happens AFTER, during session-live/spatial-ready. All I could tell before was it was right around there.

  3. Mechanism: the auto-launched Fortnite session tags editor-side actors as garbage because they conflict with the runtime instances. The editor still holds them but they’re marked for cleanup. Next GC pass = destroyed.

  4. Actor categories aren’t random are the ones the runtime spawns its own instances of. Class Designers, Team Settings, Accolades = gameplay-critical devices the runtime needs. The runtime spawns fresh instances, then tags editor’s copies as garbage because they’d conflict. But the editor doesn’t know that’s happening (or generally half of what’s going on), just loses the actors casually, no safeguard confirmation dialogue or explicit notification. Safeguards, verbose explicit flagging dialogues… have room for improvement there.

    Perhaps notably, the asteroids are still fine, so maybe that was a separate Lore issue or user error. Also perhaps notably, again, none of these devices that are still being deleted were ever manipulated with CLI or anything crazy except to query info and restore from Lore (editor closed). No plausible route to original accidental user deletion (below landscape and inside day sequence device, cant select through either, not alphabetically adjacent for editor selection), original deletion still seemingly spontaneous or originated with this bug that’s above my head (in short Idk why the flags, it wasn’t me, and even if it could be, this obviously can’t happen – If a user saved that having no reason to suspect their project were gutted they could be hugely screwed, like the Creative users without it).

    There are also 34 errors of pattern in the same log (uhh would have to sort out and return the chronology between the two I’ve only skimmed the most alarming snippets):

    LogLinker: Error: Invalid serialization during save of Export ‘cd_merc_base’…
    Object ‘/MyProject/…/PersistentLevel.Device_CharacterSpawner_C_UAID_10FFE07D26C79xEx02_…’
    encountered during serialization without being previously harvested.
    This will cause the reference to be null at runtime.

    All I did related to that was, before the deletions/bug, edit the class designer to add an inventory modifier to add a level 6 CR-2 blaster… Unsure if related and/or user error, or.

    Less important, the event log, I was mistaken, doesn’t misattribute the deletions to me like Lore did, just leavers the User column blank. Also, the names are for personal reference, not claiming to let players play as Ahsoka for example or otherwise violating like that.

    Thanks everyone who replied. Not sorry about the speech I gave while grieving it was for/at the suits and champagne was provided.

Right, I can close and re-open and the deletions are reverted. Because UEFN/Lore is making new variant branches to dump auto-backups onto. This is KIND of a safety mechanism, but, any changes the user makes after that, unaware, are going to be undone during the reversion necessary to repairing the damages.

Branch history:

  • Rev 4400, 4429, 4431: all on branch e726318bbc3fd75ac8733a7e030cc35b — plain main
  • Rev 4432 ([Automatic Backup] 162 changes): on branch 019f6e356cbe7811bb0259ead3de12ccmain-b901fcf14074cdd1f725248aa4737762 variant
  1. Editor was open on plain main (rev 4431)
  2. Hit start live session for this test → Bug #2 fired in the editor’s LIVE memory — RF_BeginDestroyed cascade on 162 actors
  3. The auto-backup mechanism serialized that already-broken in-memory state to disk
  4. It committed to a NEW branch variant main-b901fcf14074cdd1f725248aa4737762 (Lore branch ID 019f6e356cbe7811bb0259ead3de12cc) instead of plain main
  5. Lore’s current-branch pointer got flipped to the variant — silently, mid-session
  6. From in-editor perspective it’s like I never left the project. From Lore’s perspective, I’m now on a different branch head that captures the corruption.

The auto-backup mechanism (or UEFN’s Lore integration) creates a NEW main-<hex> variant to commit destructive changes onto, while leaving plain main untouched, AND silently switches the current-branch pointer to the variant.

So, it seems there are two ways this bug can play out:

On the source (MyProject, Lore ON):

  • Bug destroys actors in-memory (RF_BeginDestroyed cascade)
  • Lore’s auto-backup mechanism serializes the broken state
  • Lands on a NEW main-<hex> variant branch (silently created)
  • Plain main stays clean because auto-commit went to the variant, not main
  • Ironic upside: variant-branching behavior accidentally protects main from being overwritten by the corruption. :smiley: (The only reason I can keep un-lobotomizing my project brain to run more experiments on it; thank you whoever did that bit!)
  • Importantly, UEFN opens whatever the current-branch pointer is set to, and this bug is setting it to the variant, so I have to switch the pointer via lore branch switch main to get the Epic launcher to open into the right branch – so damages appear persistent to the user unless they happen to catch that it’s a branch. Lore’s retention policy being generous (thanks for that) the damages then become to all the work the user does between the deletions and the user noticing and reverting them.

On the copy (MyProject_Copy, Lore OFF):

  • Bug destroys actors in-memory (same cascade)
  • No Lore → nothing auto-commits
  • BUT: manual Save All writes the broken in-memory state directly to the .uasset files
  • No variant buffer, no protection — corruption goes straight to disk
  • Only defense: Cancel on Save Content dialog to prevent the save

This all is not the type of multiverse I was trying to build, although it does check as the kind of thing that could go wrong.

I guess the bottom line question is, why do y’all hate these specific same items that are deleted each time? It’s not geographic or alphabetical or categorical.

Things that I’ve noticed cause issues in editor include some things that break when made a child of another thing, or grouping things. Moving things only causes transform issues (stuff doesn’t move/stay in the same relative position or pivot, whether using an actor parent to move or group or mere multi-select). Not sure if a group actor or parent was ever in play; group likely, parent I think very unlikely (99% confidence never children).

@moons7onr, could we get your island code so we can investigate further?