Here we go again. When project become at some point big UEFN keeps disconectiong from Session. Not the first time see this, even after a year this is not fixed yet! Our team stuck at this point. Need help ASAP.
Memory fine 70K. Project size 38%. Using Data layers and world partition.
After removing 400+ Mutator Zones, the map stopped hitting a timeout error.
However, removing around 200 Mutator Zones and 200 Cinematic Devices had no effect, which leads to an important question:
Is there a hidden or documented limit on the number of Mutator Zones in UEFN?
Having to remove this many Mutator Zones makes it effectively impossible for us to ship the map for 6 players, as originally planned.
We had to remove a large portion of devices and Verse logic from the map.
It looks like there may be a hard limit on the total number of devices, including Verse.
We are now able to launch a session without a timeout, but when the game ends, a timeout occurs again, and we have to relaunch the session from scratch.
65K memory temp, 35% project size. Around 75k actors on the map. A big part of them in unusable state and we dont know to delete them or keep in case there would be a fix or no.
Weeks was spent for this part of the map including verse logic and creating enviroment.
This is insane. I honestly have no other words for this kind of workflow.
We can launch a session only once. After that, no matter what we do, the session just keeps timing out. The only “solution” is to close UEFN and start it again from scratch every single time.
That means no quick iteration: you can’t push changes and test them, you can’t properly restart the game, and you can’t debug anything efficiently.
On top of that, the current memory temp and project size metrics feel more like a joke than actual production-ready tools. They don’t reflect real-world usage and don’t help diagnose or prevent these issues at all.
In its current state, this workflow not only actively slows down development but actively sabotages the entire project instead of supporting it.
I have the same issue. The only way to fix it for now is to just close fortnite and launch a new session. The main issue is that I cant launch a memory calculation since its crashing before I can even start the memory calculation.
Here is the error I am getting, I can send more logs if I need to
After deleting every folder one by one from my project I found out that the issue was some downloaded content from fab that I was using. It was called stylized modular crystal mine which was causing the timeout error for me. I deleted the folder and all of the references from my map and that solved the issue for me. Not sure if it was that specific fab content that was the issue or some kind of mismatch between the one I had and when it validated it on fortnites end or something.
glad it helped u. Not my case, unfortunately. We have to cut verse devices and fortnite devices on the map in order to start session. We again on 70k+ mem and session keeps timeout even at the fresh lunch =(
When you launch it does it get stuck at 67% then disconnect? You dont have any fab downloads with the Referenced Content folder? Oh Yeah mine could launch but only on a fresh start pushing verse changes and pushing changes caused it to timeout. Are you sure youre at 70k mem because if you cant calculate memory then you might be way over it especially with as many actors as you say.
I’ve created a completely new project and haven’t added anything to it, but when I try to launch edit mode, this message appears. I’ve been struggling with this for two days now. As a result, I can’t test the project or profile its memory usage because this error won’t let me into Fortnite.
You can see memory temperature in a live session (edit mode). Sometimes it’s bugged, but most of the time it’s accurate and responds to changes on the map. It doesn’t really matter how many actors you have on the map if you manage memory efficiently using data layers and spatialization (even deleting 20k+ actors can still result in timeouts :D).
Around 82k memory — can’t start a session… the project is almost finished =/
Cut the project again. At 78k, the session started. But omg, what’s wrong with the first iteration? It’s bugged all over the place. And because of that, we can’t end the game without timeouts — impossible to test… what a frustrating loop.