Most critical issues in UEFN

Currently we have massive blockers in the editor, some of which we ve found workarounds, others don’t have any. Most of these were already reported 6 months ago, and not being fixed means we cant work and we burn out every single week of working in large projects. Some action needs to be taken so the editor improves:

  1. Live edit will delete randomly what you build recently in it. This one is very common if you work both in UEFN and Live edit, and requires live edit to be open to happen. Its been there for more than 6 months and is the most destructive bug for level design, as things you place in live edit will randomly disappear, and because FN tends to delete props that are placed on floors too, those are also gone. No structural integrity btw, this happens with FN architecture of any kind. More info here: CRITICAL - Live edit STILL deletes what you are building, randomly

  2. BP actors, and large use of them (past 19k) will cause lag in the server past 11 players. The only way to fix rn is to not use FN props, and not use BP actors, but SMs instead. Very very annoying as it disables the ability to use live edit too.

  3. Verse construction scripts will create duplicates of every editable concrete class at runtime, and we observed that with 107 interconnected verse devices, there were 53k verse devices at runtime, crashing switch for even entering Live edit, lagging all games at the start of the game, and adding around 10k memory spike for no reason. All because we use editables. Massive, massive overlook, we shouldn’t have to dirty our code to fix the engine issues.

  4. Creatures in streamed worlds still cause 300 ping at all times.

  5. Objects moved with cinematic sequences that have navigation enabled will lag the game every time the navmesh is generated around for player (syncs with the lag and visuals if you turn on “pathing” in live edit debug menu)

  6. Mem Calc on our map takes 2 hours to complete. We cant increase the loading range and we ve placed islands really far away from each other, and after an update the time to perform mem calc was 10 times more.

  7. Multiple, and I mean, multiple gameplay items are still bugged. Infinity blade, Shockwave Hammer, Thunderbolt, Wings, Shadow Bombs (makes players invisible permanently), Grapple Glove (shoots backwards), Port-a-bunker (breaks unbreakable geometry)

  8. Traps cannot be placed in UEFN, only in Live edit creative. Automatic Turret device cannot be damaged/destroyed if environmental damage is turned off (which all maps turn off if they don’t want player building)

  9. Discovery does not promote effort/quality, just virality and gratification. And it doesn’t give second chances either, so you have to mostly rely on luck when you release something.

  10. URC causes corruption and dirty assets everytime you sync verse edits.

  11. Lots of areas when the editor is laggy or loading, they are because of reasons not related to the project you are building (like when you load Juno plug-ins when opening certain editors, etc)

  12. The moment you enable HLODs, any edit requires 20 mins of waiting for live edit to load. This makes testing a very tedious task, especially when you want to keep iterating and fixing things as live edit is open (instead of that, it desyncs on most UEFN actions, and sometimes live edit actions)

  13. Traversing on sloped terrain will glitch and jitter the player instead of sliding. No way to work around it, landscape traversal is a nightmare

  14. Server end messages appear prematurely and cause players to leave when server is not ending

  15. Players have found ways to have the creative phone in any published map, and spawn whatever they want and break any economy of any game. We don’t know how.

#4-Ping

  • Should allow us to run off our own Computer instead?
  • For zero ping
  • Besides necessary download?

#9-Discovery

  • This may help us hopefully?:smiley:

Added more issues to the list

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Those issues are pretty critical yo,

  • What size is your project/project file may I ask.

  • How much verse code are you implementing?

  • What’s your setup?
    *CPU
    *GPU
    *and such :wink:

Well from the 3 you asked, the only thing that matters is if you use BP actors and editables in Verse. We use both and it exponentially causes issues in the game, from switch up to high-end PCs, because most issues are server related, not client related

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Thats a bummer,
I’m super thankful you’re pushing UEFN to its limits you know?
Hopefully your feedback gets heard to make UEFN better.

Personally I think if they implemented as I posted in Feedback & Requests for changing up how the Creative Servers work, then perhaps Server service will be ok :wink: by the Servers being P2P, and/or as we are editing UEFN on our own computer/server. This will definitely help prevent server issues and such.

  • Is your server issue after its published? or while you are editing/creating and such? #14

Main issues are from published live codes, unless specified

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That’s a super bummer,
Hopefully UEFN keeps upgrading :slight_smile:
*I voted up on this Topic :wink:

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