Seconded, ran into this yesterday. After ~ 3000 lines of code it stopped working. Now only fully load the project, which takes a lot of time for small checks.
What was the solution?
This is happening to me currently.
I’m only able to make changes on a full session close and restart. Any attempts to just Push Changes ends up with a Network Error Network Connection Lost message in Fortnite while the UEFN has the session updating looping forever. Message Log shows no logging message output of a problem.
Managed to get it to work by reintalling everything but 1 week later the same problem happens.
This only ocurrs in large projects with a lot of code/memory at least in my experience.
Push Changes normaly works, but I have to wait literally:
And when the majority of the tiem is bug testing and I have to make a Verse change after each 20 s of playtesting, then an hour of work becomes 40 min of waiting and 20 min of actual work.
As you can imagine it is impossible to work with this timings, I know this 4 minutes are the time it takes to upload all the project so you can test it in fortnite, but after each change it is too much, and more than this after each Verse change even a Print statement where I change one character.
Any updates on this? I found this because I am having the same problem. Sometimes when I push Verse changes only, the live edit session seems to disconnect on my PS5 and on my PC it will just keep saying ‘Session Updating…’. I’ve tried to hit Exit Session and re-launch, I’ve tried to return to lobby on PS5 and re-launch, etc. I end up having to Exit the session, return to lobby, completely close out of UEFN, and re-launch UEFN. It turns into a whole other problem since I usually get 1-2 login failed errors before it finally opens UEFN every single time.
Nothing new here, still having to restart UEFN and Fortnite every time this happens the LOG gets stuck in: “Checking for if the project can be uploaded”
!IsBunchTooLarge(Connection, Bunch) [File:D:\build++Fortnite\Sync\Engine\Source\Runtime\Engine\Private\DataChannel.cpp] [Line: 1161]
LogOutputDevice: Error: Attempted to send bunch exceeding max allowed size. BunchSize=299039, MaximumSize=262144 Channel:
IsBunchTooLarge(Connection, Bunch)
Looking at the source code for UE 5.5 “Bunch” is the variable value and this exceeds the maximum.
To get past this the update needs to be in bunches
Connection is the channel that send bunch
The amount of Verse code (text) exceeds the maximum and there is no check for the amount of code. Ideally, the push routine would split up the bunches.
The routine is capable of queuing bunches
There is too much code and no splitting in the push routine.
The Push code is outside the UE 5.5 source code so I cannot see how to modify this.
This is not really the cause, log says it but there are other reasons why it gets triggered to begin with. Fortunately logging got improved so it’s simpler to find the reason.