Timeout error. Cant lunch session no matter what.

Summary

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.

LogValkyrieRequestManagerEditor: Error: Failed to handle connection attempt (Network error occurred when connecting to a server after matchmaking completed. Error: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.00, Real: 30.00, Good: 30.00, DriverTime: 728.37, Threshold: 30.00, [UNetConnection] RemoteAddr: 18.157.44.124:15007, Name: IpConnection_0, Driver: Name:IpNetDriver_0 Def:BeaconNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_0, UniqueId: MCP:f3ebb73fc11441b2a4f603f9518d72c2)
LogNet: NetworkFailure: ConnectionTimeout, Error: ‘UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.00, Real: 30.00, Good: 30.00, DriverTime: 728.37, Threshold: 30.00, [UNetConnection] RemoteAddr: 18.157.44.124:15007, Name: IpConnection_0, Driver: Name:IpNetDriver_0 Def:BeaconNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: ValkyrieBeaconClient_0, UniqueId: MCP:f3ebb73fc11441b2a4f603f9518d72c2’

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Project Size

Steps to Reproduce

Build a huge map. At some point u cant lunch session to test and debug map cause got timeout events.

Expected Result

Lunch session as before!

Observed Result

Cant lunch session, keeps disconecting.

Platform(s)

PC

Project id 9d4033f3-4678-17be-9f7a-a69789b509b9.

FORT-1037893 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.

I managed to isolate the issue.

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:

:backhand_index_pointing_right: 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.

Is this intended behavior or a bug in UEFN?

A dense grid of 5,000 Mutator Zones was added outside the center of the map, and everyone was able to launch the session successfully.

However, removing the old 400+ Mutator Zones and adding new ones (not copied) still did not allow the session to start.

What is going on here?
How does this system actually work?
Can someone finally provide a clear explanation?