ill try it out and let you know
Nice, do let me know, I do wanna add that the map had an average of 15 CCU so there were people joining and leaving every now and then I wanna say at a rate of 1-2 mins so It could just be since matchmaking took longer, it waited for another player to be found and matched them together instead of the changing of those settings fixing the joining in progress of a match bug.
Just felt I should share my personal experience/fix for anyone who can hopefully benefit till a proper fix comes
I tried with 2 other people, the person who was able to join me before still joined and the account that wasn’t able to join (xbox on the browser) joined a solo lobby.
When i tested on na-east all accounts were able to join in together
my map with 20 players max has 60s of queue and since the bug get max 4 players per lobby(best case), so not resolve the problem
Ah so it’s only a good workaround for small lobby maps. I guess it makes sense I suppose, matchmaking either makes a new match or tries to find an existing match and since finding an existing match fails because of this bug, this bandaid fixes it because in those 45 seconds it finds another person who also queued up (instead of having a queue time of 5 secs which it’s not gonna find another person most likely) and then makes a new match with the found player.
I guess this workaround is good for 1v1 maps then or maps that benefit from this kind of matchmaking behavior.
There was a bug related to the login and matchmaking that got resolved in an instant, I don’t get how this one isn’t
(post deleted by author)
At this point, given that this critical issue appears to be affecting a wide range of creators regardless of region or platform, I believe it requires more serious consideration.
My main concern is not only the immediate impact on player activity, but also the long-term consequences on key performance metrics and creator accounts.
According to “How Discover Works”, the system evaluates islands based on metrics such as playtime, early exits, short sessions (under five minutes), day-one and day-seven retention, among others. Many of us have been building and optimizing our islands around these metrics since 2023.
With the current matchmaking issues, players are often unable to experience proper matches, leading to rapid exits and artificially degraded session data. This raises several concerns:
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How are these abnormal conditions affecting our islands’ performance metrics?
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Could this negatively impact Discover visibility in the short or long term?
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Is there any protection in place to prevent unfair degradation of creator performance during this period?
In my case, and for many others, this is not just a hobby project. There are real investments behind these islands, including incorporated businesses and long-term development efforts. The potential impact on revenue, visibility, and account standing is therefore significant.
Additionally, I would like to suggest a possible mitigation: if a UEFN island cannot find enough players in its current region, could the system temporarily allow cross-region matchmaking automatically, without requiring players to manually change their region settings? This could help maintain playable lobbies and preserve healthy engagement metrics during incidents like this.
I would greatly appreciate any clarification on how this situation is being handled internally, and whether these metrics will be safeguarded while the issue persists.
It would also be reassuring to know if a fix is expected in the upcoming April 1st update.
Thank you in advance for your time and attention to this matter.
Thanks,
Lanzeh
Yeah my impressions are way way down due to this issue. Players exit the game almost immediately because they find no players.
Same here. It’s not just lower impressions, the sessions themselves are broken. Players join empty lobbies and leave immediately, which artificially tanks retention and playtime. @ozycreates
This makes it very hard to properly evaluate island performance while the issue persists. It will likely also impact upcoming Star Wars islands, as they rely on healthy matchmaking and player concurrency to perform properly. @Flak
I created this post 15 days ago and many people have joined who are struggling with the same problem. It cannot be that we are all simply reassured with the sentence: “Getting the Team to take a look..” and “We understand this is important and we are doing our best to get to the bottom of it. We’ll be in touch when we have an update…” I would like more information, please.
Thanks @Flak
@Flak I hope you can understand that we are not being impatient but it’s the lack of communication that is causing this. Also it’s not something to take lightly, we are creators, as @ElLanzeh said, we don’t only do this for entertainment purposes only there is a financial reason behind and this bug is hurting us.
Hi everyone, our team has made some internal configuration changes to the search, and they are now live. We are seeing an increase in how many players are being put into matches, but we’d like you to test your islands again to see if you’re experiencing any issues.
We’d also like to point you to the configuration settings once again, as they directly affect what the matchmaking service considers valid matches. If you do not want matches made with only one player, you can update your settings.
I’ll work on updating the Bug-Reporter ticket.
FORT-1072242 has been ‘Closed’ as a duplicate of an existing known issue. Origin Issue: FORT-1068530, Origin Topic: Join In Progress stops working after 10–20 minutes in Creative sessions
Sorry but there is no reason to close the post until we all had the opportunity to test it.
We have been waiting for 15 days and now.. and btw, I had already done the settings days ago, it doesn’t help!
you should just close the other one because this one has more votes and more people interacting with it.
I agree, why close this post ???
Edit: I just started a game and for the first time ever, I was able to join in with my xbox account, needs further testing tho, only tested 1 time
why u closed??
These do not appear to be the same issue:
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Join-In-Progress issue:
The session works normally at first, but after approximately 10–20 minutes, no new players are able to join. -
Matchmaking split issue:
Players are placed into separate sessions right from the start, instead of being grouped into the same lobby.
→ In summary:
One issue is that a session stops filling over time,
while the other is that sessions are not filled correctly from the beginning.
Confirming that I’m seeing more expected behavior with join-in-progress. Thanks! I’ll continue with some more testing.
Thanks, @Flak
One additional concern:
Given that Discover relies heavily on engagement and retention signals, could you clarify whether abnormal matchmaking conditions like this are accounted for internally?
Specifically, are safeguards in place to prevent negative impact on island performance metrics during known issues?
Check the reason, It was closed as a duplicate of another thread.