The Cost of Waiting: UEFN Session Load Times

I feel the need to give some weight to the cost of session load times. Every minute waiting for sessions to load is a minute I lose from testing, iterating, or creating. There’s only so much multitasking I can do while waiting before I need to feel how a mechanic plays or see how a visual looks in-game.

For me, this isn’t just about convenience. UEFN is home to numerous creators, many of whom are solo developers or small teams, building games with limited time and resources. When load times stretch to multiple minutes per push, those minutes add up to hours lost each week. That’s time that could have been spent testing, iterating, or polishing, but it’s also time that could have been spent with family, friends, or even just stepping away to touch grass (ha ha). Reducing wait times would mean better games, but also give more time back into the hands of the people making them.

I want to bring this to your attention, and even go so far as to say that this should be the top priority for Epic. I’d also argue there is a business justification here, as more games and higher-quality games will be able to ship sooner. There is already so much we can create with the existing tools in UEFN, and I firmly believe that the primary obstacle holding many developers back is the time constraint.

On average, my team is seeing about 8-minute load times per push. I’ve included a screen recording with a running stopwatch to include a visual:

If I could get half my day back… every day… what could I do with that time? I can only dream.

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It’s getting really painful to wait. Above all new features I’d be most excited if we could get session load times down. I can already make great games, I’m just running out of time in the day to make them..

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I regularly experience 10-20 minute load times on sessions. I’ve begun to schedule my work flow around them, but it still feels very clunky. Even a small optimization pass would make a huge difference.

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We struggle with this exact issue, and its crippling to our productivity sometimes. Thank you for taking the time to write this post.

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This is by far the biggest friction we’ve encountered with UEFN. We’d love to hear how and when this will be addressed. In the current state, It feels like there’s a huge penalty for buliding larger projects and using custom assets. We’ve actually ceased development on Boom Tycoon 2 for the time being as updating the project can take days to add simple features.

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this is the biggest issue I have right now with UEFN as a UE5 developer

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