Push Verse Changes stops working after reaching about 256KB file size

The “Push Verse Changes” function has appears to stop working once you reach a limit in Verse file size. My project has reached a point where I can successfully “Push Verse Changes” but once I add even a single line (e.g. Print(“Test”)) to any Verse files. The “Push Verse Changes” function stops working. UEFN gets stuck in “Session Loading…” state and the game doesn’t start in Fortnite.

Output Log:

LogValkyrie: Gathering intermediate assets to delete took 0.0 seconds
LogValkyrie: Intermediate assets cleanup took 0.0 seconds in total
LogValkyrieSummary: Checking for if the project can be uploaded
LogValkyrieSummary: RPCing Verse upload request to server
LogNetPartialBunch: Warning:     OutgoingBunches.Num (256) exceeds reliable threashold (8) but this would overflow the reliable buffer! Consider sending less stuff. Channel: [UActorChannel] Actor: ValkyrieBeaconClient /Engine/Transient.World_0:PersistentLevel.ValkyrieBeaconClient_0, Role: 3, RemoteRole: 2 [UChannel] ChIndex: 3, Closing: 0 [UNetConnection] RemoteAddr: 3.25.184.105:15006, Name: IpConnection_0, Driver: IpNetDriver_0 IpNetDriver_0, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_0, UniqueId: MCP:92cd131e2ef84981a2a31b3f5d54e544
LogNetPartialBunch: Warning: SendBunch: Reliable partial bunch overflows reliable buffer! [UActorChannel] Actor: ValkyrieBeaconClient /Engine/Transient.World_0:PersistentLevel.ValkyrieBeaconClient_0, Role: 3, RemoteRole: 2 [UChannel] ChIndex: 3, Closing: 0 [UNetConnection] RemoteAddr: 3.25.184.105:15006, Name: IpConnection_0, Driver: IpNetDriver_0 IpNetDriver_0, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_0, UniqueId: MCP:92cd131e2ef84981a2a31b3f5d54e544
LogNetPartialBunch: Warning:    Num OutgoingBunches: 256. NumOutRec: 0
LogValkyrie: Verse Refresh succeeded.
LogValkyrieSummary: Destroying Valkyrie Beacon
LogNet: Warning: Channel name will be serialized as a string: ValkyrieBeacon
LogValkyrieSummary: Valkyrie Beacon Connected!

Thank you for your report! We would like to look into this further, would you be able to submit a bug report using the form available here? Fortnite Creative

Thank you. I have submitted one.

I have similar issues but different logs. I have a lot of files and with total of 7012 lines of code:

LogOutputDevice: Error: Ensure condition failed: !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: [UActorChannel] Actor: ValkyrieBeaconClient /Engine/Transient.World_0:PersistentLevel.ValkyrieBeaconClient_2, Role: 3, RemoteRole: 2 [UChannel] ChIndex: 3, Closing: 0 [UNetConnection] RemoteAddr: 18.156.237.216:15061, Name: IpConnection_2, Driver: IpNetDriver_2 IpNetDriver_2, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_2, UniqueId: MCP:843601e06dd8490ea3e6a97a60ab1efb

@Kamyker Thank you for your report! Can you please re-post using the “New Issue” option on the Issues and Bug Reporting forums ? Posts with this feature are connected directly into our development team so we can quickly get to them!For more information, such as how to get the reference ID, please check out the article here: https://create.fortnite.com/news/using-the-creative-and-uefn-bug-reporting-form