Private Playtest and private island await server assignment in EU; Epic Creative connects

Summary

An authorized project team member cannot enter either the private Playtest (link v2) or its bound private version (v1). Content downloads successfully, but the ticket remains TicketWaitingForAssigment (client log spelling). Same account and EU region successfully enter official Epic Creative. No explicit backend allocation error code was found. Private codes are withheld from this public draft and can be provided through a verified private support channel.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Matchmaking

Steps to Reproduce

  1. Sign in as an authorized project team administrator on Windows.
  2. Select the existing private Playtest, ready up once and observe assignment.
  3. Separately select its bound private version code and repeat once.
  4. Compare with official Epic Creative in the same EU region.

Existing settings: Private Only; minimum/overtime target/maximum 26; queue main/overtime 5s/5s; Teams 2; Team Size Dynamic; Auto Start Off; Force Start at Max Players On. Verse requires exactly 26 for the draw. Rules were preserved.

Expected Result

An authorized tester should be able to enter an isolated private server and wait for the intended 26-player match. Please confirm whether this is supported with these matchmaking settings.

Observed Result

Both private access methods downloaded content and reached Registered / TicketWaitingForAssigment without server entry. Attempts were manually canceled after controlled observation; these are not Epic timeout or rejection events. Official Epic Creative spawned the same tester in approximately 20 seconds in EU.

Platform(s)

Windows; Fortnite/UEFN 42.40; EU region.

Additional Notes

Project PROvsNOOB, Mithlion Team. Neither private version nor Playtest is publicly released. Private codes and account identifiers withheld from this public report. No Reference ID generated; UEFN Report Issue was not run because it automatically transmits logs. No source code or raw logs attached.

19 October 2026 UTC, sanitized client evidence:
Playtest link v2, Privacy Private, Region EU:
04:31:11.005 — Download completed successfully.
04:31:15.550 — Registered; TicketWaitingForAssigment.
04:36:10.512 — CanceledUser (manual cancellation).
Direct private version v1, Privacy Private, Region EU:
04:55:45.485 — Download completed successfully.
04:55:48.917 — Registered; TicketWaitingForAssigment.
04:59:04.623 — CanceledUser (manual cancellation).
Official Epic Creative, same account/EU:
05:01:04.462 — All members signaled PostTravel barrier. Server entry confirmed.
Actual spawn observed; safely returned to lobby.

No explicit backend allocation error code identified. Memory calculation has not been run; uploads validated with Memory Usage Not Calculated warning and Portal Playtest is active. Effect on assignment is unproven. Matchmaking Max Team Count / Max Players Per Session were not exposed in current Details panel; values unverified.

Please inspect allocation and private-test eligibility. Do 26-player thresholds apply here, or should the private-match queue exception bypass them? Is a memory/content validation gate preventing assignment without a client error? Please identify the exact setting or eligibility requirement to correct while preserving the 26-player design. Sensitive codes can be provided via a verified private channel.