Max number of map{}

Summary

i use around 500 instances of [player]texture_block = map{}
whenever i load my game the editor will NOT connect to the client
if i remove all the maps it starts working again
Is there a way i can store references to the UI elements so that i can update them depending on game state without using so many instances of map{}?
Is there a memory limit for Verse code that i am hitting? there are no Verse errors or warnings, but every time i hit launch session it loads me into the game, starts the game, and the editor fails to connect to the client, so its basically useless.
I just want to have the UI update and change states based on user interaction and user data. The only way to do that is to load every image i need where i need it, and toggle visibility as needed, but i cant store references to all the UI objects, so im not sure what to do.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Stability

Steps to Reproduce

Laucnh Session, wait for client to connect

Expected Result

Load into edit session

Observed Result

UEFN Editor fails to connect to client
no error messages besides failed connection

Platform(s)

PC

Additional Notes

LogValkyrie: ProjectSizeRequest::Completed for 3501003a-4c96-9990-0d06-c7bd28e40e97
LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection… Elapsed: 30.01, Real: 30.01, Good: 30.01, DriverTime: 160.06, Threshold: 30.00, [UNetConnection] RemoteAddr: 20.3.209.228:15013, Name: IpConnection_0, Driver: Name:IpNetDriver_0 Def:BeaconNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_0, UniqueId: MCP:cccbbb6762d044468e9cc6f4685c210c
LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection… Elapsed: 30.01, Real: 30.01, Good: 30.01, DriverTime: 160.06, Threshold: 30.00, [UNetConnection] RemoteAddr: 20.3.209.228:15013, Name: IpConnection_0, Driver: Name:IpNetDriver_0 Def:BeaconNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_0, UniqueId: MCP:cccbbb6762d044468e9cc6f4685c210c, Driver = Name:IpNetDriver_0 Def:BeaconNetDriver IpNetDriver_0
LogValkyrieRequestManagerEditor: Warning: Encountered Network Error!
LogValkyrieRequestManagerEditor: Error: Failed to handle connection attempt (Network error occurred when connecting to a server after matchmaking completed. Error: UNetConnection::Tick: Connection TIMED OUT. Closing connection… Elapsed: 30.01, Real: 30.01, Good: 30.01, DriverTime: 160.06, Threshold: 30.00, [UNetConnection] RemoteAddr: 20.3.209.228:15013, Name: IpConnection_0, Driver: Name:IpNetDriver_0 Def:BeaconNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_0, UniqueId: MCP:cccbbb6762d044468e9cc6f4685c210c)
LogValkyrieSummary: Destroying Valkyrie Beacon

500 player texture maps is a lot. it sounds like you’re creating/assigning a new widget for each UI change. There are a lot of built in functions for the texture block like SetImage() or SetDefaultDesiredSize() that let you edit the widget after it is created, you can see the full list here : texture_block class | Unreal Editor for Fortnite Documentation | Epic Developer Community

1 Like

thank you for this tip, i will use SetImage() instead of toggling visibility on a stack of images

I brought the number of maps{} down to less than 25, reusing them when i close and open different menus, instead of having 500 unique instances, performance is back to normal

i think having 500 instances of [player] map{} was causing some type of overflow or reaching a hard limit that i didnt recieve any warning about, but the result was the editor would not connect to the client.