Request: Improving Technical Verse Error tab

I finally have some traffic on my map and I have some verse errors, but the technical tab provides me very little help, and I think the page can be improved.

Here is what could be improved for the error page:

  • Adding the private version code ( can help knowing if the error is fixed or in what version the error appeared)
  • Server identification ( can help identifying if the errors cascade on the same server or there are separate errors from each other )
  • Server lifetime when error happened ( can help knowing if the error happen when the server starts or a specific timed event triggered or server ending )
  • Current players when error happened ( can help knowing if the error is related to large number of players or not )
  • With the fields above it would make sense to show the list of the same error not just the number also for a better view
  • Adding the device name not just the class device in the error
  • Maybe a bigger trace
  • Improve the Unknowns in the trace :slight_smile:

Another big improvement would be to have a tool that we can profile verse locally so we can avoid computation limit errors

Here is some of the errors that I get just to show how little information we get so far

Summary

ErrRuntime_ComputationLimitExceeded

Truncated callstack follows: AIPatrolPath?ice_C:On Patrol Point Reached (Unknown source) (Source: Unknown(0,0, 0,0))
Truncated callstack follows: AIPatrolPath?ice_C:On AIPatrol Path Started (Unknown source) (Source: Unknown(0,0, 0,0))
Truncated callstack follows: Device_InputTrigger_C:Update Players Holding Input (Unknown source) (Source: Unknown(0,0, 0,0)) Device_InputTrigger_C:ExecuteUbergraph?ice_InputTrigger (Unknown source) (Source: Unknown(0,0, 0,0)) Device_InputTrigger_C:OnEventReceived^CC4F404D6E3D1002E0C88F21E272E3 (Unknown source) (Source: Unknown(0,0, 0,0))
Truncated callstack follows: Device_ServiceStation_C:Handle Vehicle Left (Unknown source) (Source: Unknown(0,0, 0,0)) Device_ServiceStation_C:ExecuteUbergraph?ice_ServiceStation (Unknown source) (Source: Unknown(0,0, 0,0)) Device_ServiceStation_C:BndEvt_Device_ServiceStation_VehicleOverlapBox[]2Node_ComponentBoundEvent_4_ComponentEndOverlapSignature_DelegateSignature (Unknown source) (Source: Unknown(0,0, 0,0))

ErrRuntime_InfiniteLoop

Truncated callstack follows: Device_VehicleSpawnerParent_V2_C:ExecuteUbergraph?ice_VehicleSpawnerParent_V2 (Unknown source) (Source: Unknown(0,0, 0,0)) Device_VehicleSpawnerParent_V2_C:OnVehicleAbilitiesRemoved (Unknown source) (Source: Unknown(0,0, 0,0))
Verse unrecoverable error: ErrRuntime_InfiniteLoop: The runtime terminated prematurely because Verse code was running in an infinite loop. (Computation timed out - see log for stack trace) (Callstack unavailable)

I too think it should be easier to find where the problem is.

In the meantime, you can expand the list of scenarios to test before release so that you can catch these issues early.

If you manage to reproduce any of the listed issues locally then you can fix them!

Make sure you exit loops or somehow handle situations when the agent you use leaves the game, if the prop you need was destroyed and can no longer be used etc.

If a button is mentioned in the report it is most likely because something bad happens after the player interacted with it.