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.

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?

Migrating the project to a clean blank map did not help.
Verse devices are clean and are not connected or placed on the map.
Timeouts still occur.

Work is completely stalled, and our hands are tied.
Without help or clarification on what is going wrong, this project is effectively dead.

The level of frustration is beyond imagination.

The status of FORT-1037893 changed to ‘Needs Triage’. We’ve confirmed the issue and it’s waiting to be assigned to someone to fix it.

Current id of the project 7bc8cb13-45aa-75b2-733e-bfaaa021be79 after migration on which we kinda working. In case if needed.

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.

Cutting project more. 52k memory, 34% project, end game still disconnects. Need full UEFN relunch!

@Flak Can anyone say whats going on, give eta, some info??

Hi @ChillyRider, we should have status some time this week.

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

Ensure condition failed: false [File:Z:\UEVFS\FortniteGame\Plugins\ValkyrieFortnite\Source\ValkyrieCommon\Private\ValkyrieBeaconClient.cpp] [Line: 2917]
AValkyrieBeaconClient::ServerSendGameFlowMessage_Implementation is being called on the client, this shouldn’t happen. See logs for more info.
Stack:
0x00007fffcac8097b UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007fffc7777fb0 UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007fffc777c86c UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007fffd5f2b4ca UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fffd611a715 UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fffd62c930e UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fffc7777ed6 UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007fffc78c28b2 UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007fffc78a6cb5 UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007fffc612fa80 UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007fffc610f1e5 UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007fffc610c67f UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007fffd5bbe869 UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fffe7d19fca UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fffe7d130c9 UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fffe7d19f99 UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fffe7d130c9 UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fffc60f948d UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007fffc78c3729 UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007fffc78a87c4 UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007fffc776a2ec UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007fffc7906773 UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007fffc790bea7 UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007fffe7d154eb UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fffe7d17a00 UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fffc790c097 UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007fffd7725c6e UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fffd87dfad3 UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fffd90044d6 UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fffc5753f03 UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007ff6077a9de5 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
0x00007ff60779d53c UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
0x00007ff60779d5ca UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
0x00007ff60779f974 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
0x00007ff6077ab1f4 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
0x00007ff6077abcf2 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
0x00007ff995f4e8d7 KERNEL32.DLL!UnknownFunction
0x00007ff9973ac53c ntdll.dll!UnknownFunction

@Flak Any update on this?

I am also getting this issue, i always get a timeout, no matter what i try. Opening other projects works

I found the issue in my project!

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.

Hope this helps with your project @ChillyRider @Dalle42

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).

@Flak any update status?

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.