Max number of messages in UEFN?

Summary

I have about 3000 unique strings in Verse
When i try to launch a session the client has a network connection error and fails to connect to the session every time
When i comment out the strings it loads and runs without a connection issue.
Is there a maximum number of strings i am allowed to use?
Is there a more efficient way to store the strings that wont encounter this undocumented error?

Example:
RocketLauncherName<localizes> : message = "Rocket Launcher"

If i remove <localizes> will it stop the error from occuring?
Should i store the strings in a different data format than message?

If i store the strings as a raw string and then construct the message at runtime will it allow me to use this many strings? or am i hitting a hard memory limit that is unavoidable?

around 2000 of the strings are ints and floats, if i store them as a int/float number and then construct the message at runtime will i be able to bypass this error?

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Live Edit

Steps to Reproduce

Use 3000 strings in a verse file and Launch Session

Expected Result

Session launches into edit mode and then starts the game

Observed Result

Client experiences network connection error and fails to connect to the server every time
If i remove all the strings then it connects fine.

Platform(s)

PC

i can confirm that 3000 instances of message is the cause of the problem.

the solution is to store the strings as strings instead of messages and call a function StringToMessage to convert them to messages at runtime.

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