Hello
Thank you for letting us know, I will report back when more players reach out to me.
Btw, like others pointed out, the other report isn’t really the same issue. The other report is for matchmaking no longer working after 20 minutes, so players would group correctly and fill lobbies but stop doing so after 20 minutes.
The issue in this report is matchmaking doesn’t work from the start, so players are put into individual lobbies.
I have zero issues with players joining session in the immediate action , just on stats loading of those joining the games in progress, (I did however link a player counter to the round device, disabling matchmaking by the success signal of a full lobby count (or more) on the player counter to the round device, and enabling on count fail) This lets people at least of same region join my in progress session)…
However once they join a session in progress any custom stats they had earned in a previous visit do not load with them , not load by auto load, nor by signal directly to the stat creators to load instigator on player counted. Anybody using this method may want to check there “join in progress” for stat loss also.
I would advice just holding on for epic to fix especially if you use that custom stat persistent data also.
It seems that since yesterday’s update, Thursday, April 16th, this matchmaking issue has resurfaced. Players from the same region trying to join public matches on a creative map are being placed in empty lobbies, even though the map has enough open slots.
This was fixed a couple of weeks ago, but the same problem has reappeared since the latest update, v40.20. Please let me know if anyone else is experiencing this again. In my case, it’s the Xbox or Xbox cloud that’s putting me in an empty lobby. I’m reporting this issue after testing on European servers.
This is 100% an issue that is now back. i just got into making UEFN Maps as of 2 weeks ago. for the past two weeks during my free time i’ve spent all of it dedicating my time to making this map that puts a twist on the pillars genre with the floor is lava. i am SUPER proud of it and i was so excited to publish it i actually ran a promotion through epic to get it sponsored, 3 hours into my promotion i got home from work and seen there was 8 players playing my game. i was so excited to join and play the map i spent 48+ hours on. Welp, put me in a game with nobody, i tried again, there was less players playing when i got back to the lobby, i started que, got in a game with no one. Then i tried again and boom you guess it, no one. when i got back to the lobby there was zero players. it’s a good game and i know it’s good, and a refresh on pillars everyone loves and now i’m getting screwed. not only by players just not playing it but i ran a promotion for this friday-monday and it looks like i’ll get zero value out of it due to this bug. @Flak PLEASE look into this again
this has always been an issue though. it is more because of the regions that they put players into.
if you have 10 players for example, and a player joins that map seeing 10 players, they won’t play with those 10 players because the 10 is 10 players throughout 7-8 different server regions. (with this bug now there just all going solos making it even worse) but even at 50 ccu if i join my maps i usually won’t find players in any region. this has been an issue for a long time and exists today but epic doesn’t gaf about it cause it literally has no affect if you have above 300 ccu, its good for maps above that even so.. shrug
forces below that ccu to make games that satisfy solos at least, this ‘bug’ gives even more reason to dev with solos in mind or else ya, no plays, let alone momentum rofl:
Same here. About to publish my FFA map, and 2 separate lobbies on the same network of solo players dont get joined into the same server if they ready at same time and also even if one waits until one is in a game for a bit.