Major - High ping spikes while working on Live edit

At times when I am working on live edit, I get immense lag spikes that last a good few seconds and the ping rises up to 1000 when it happens. This issue currently blocks me from streaming UEFN/Live edit and I wanted to see if its an ISP thing or a FN server thing.

Has anyone else encountered those? Is there a way to test the stability of the network?

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Happens to me often.

More cases where the lag spikes happen (I am not downloading or uploading anything when it happens, no streaming):


@here we’re still looking into this. Current suspicion is upload bandwidth/connection but we’ll try to reply if we’re sure.

I am also looking with my ISP to make sure its not me. Will update once I know (my idle ping is low, but upload ping is 500 as you have previously pointed out, double checking with them atm)

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Also getting this when testing my map. Ping sits 20-40 then jumps to 300 or more. My player rubber bands all over. Weird thing is when im testing on 2 PCs the second one is fine. But then I have tested on mine dozens of times but the second pc maybe only 5-6 times so far. Praying its just something I will experience and not people playing my map. The recent update didn’t do anything to help.

I suspect it sometimes indicates a performance problem, not a connection issue.

Just to add more context, I found what it was and you can quickly check if you have it too.

  1. Go to ookla’s internet speed: https://www.speedtest.net/
  2. Run a test. When the test ends, check your upload ping (ping when you upload content), that’s the indicator marked below in red.
    chrome_U4wK9FHxYf

When I had the issue, this number was 500. Normally it shouldn’t exceed 120. For me, my router series was causing the issue, I swapped the router with an older series and it went from 500 to 100 again.


My net is not the issue I think.

I have managed to get rid of the severe rubber banding and lag spikes by doing a few things.

Reduced sequences by 1 (from 3 to 2)
Removed wildlife spawners.
Made every mesh the player walks on movable.

Im not sure that this is the best thing due to render cost vs static, but I don’t really know what it was exactly that made the lag go away or how to accurately test step by step as there are missing visualisation options that are present in Unreal (full editor) that could lend insight. Im not sure how to really read logs that well either. It’s all a process I guess.

~8 plays and counting still no lag where before it was every second play or worse.

that would have been my second question. It was def wildlife spawner

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