Both AI sites are down. If I get lucky the AI answers to my first message, sometimes second, any more messages get stuck on loading. Most of the time I dont even get a reply in new chat. I have deleted all my past chats but it didnt help. It has been like this for a week now and I see multiple people having same issue.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
AI
Steps to Reproduce
Go to UEFN or UE AI assiastant site.
Expected Result
Ai should work and answer/generate code when prompted.
The reply was below after 30 seconds 13th May 21:25 GMT
To print messages in Unreal Editor for Fortnite (UEFN) using Verse, you can use the built-in Print() function or a custom log instance. Below is a guide and the code to implement both methods.
1. Create the Verse Device
In UEFN, go to the top menu and select Verse > Verse Explorer.
Right-click your project name and select Create New Verse File.
Name the file print_demo_device and click Create Empty.
Paste the following code into the file and save it:
Verse
using { /Fortnite.com/Devices }
using { /Verse.org/Verse }
using { /UnrealEngine.com/Temporary/Diagnostics }
# Custom log channel for categorized output in the UEFN Output Log.
# The class name "my_log_channel" will be prefixed to log messages.
my_log_channel := class(log_channel){}
# This creative_device demonstrates two methods of printing in Verse.
# Place this device in your UEFN level to see the output when the game starts.
print_demo_device := class(creative_device):
# OnBegin is called when the game starts.
OnBegin<override>()<suspends>:void =
# Method 1: Global Print()
# - Requires: using { /Verse.org/Verse }
# - Output: Appears on the player's screen (HUD) as a debug message.
Print("Hello from global Print()! This appears on the player's screen.")
# Method 2: Custom log instance
# - Requires: using { /UnrealEngine.com/Temporary/Diagnostics }
# - Output: Appears in the UEFN Output Log window, prefixed with the channel name.
# The log instance must be created inside a function context, not at module scope.
MyLogger : log = log{Channel := my_log_channel}
MyLogger.Print("Hello from custom logger! This appears in the Output Log.")
. Build and Place the Device
Back in UEFN, go to Verse > Build Verse Code (or press Ctrl + Shift + B).
Once the build succeeds, locate print_demo_device in your Content Browser (under the CreativeDevices folder).
Drag the device into your level.
Click Launch Session or Push Changes to test.
How it Works
Global Print(): This is the simplest way to see output. It appears as a text notification on the top-left of the player’s screen during gameplay and also records the message in the Output Log.
Custom log: By defining a log_channel, you can organize your messages in the Output Log (located at Window > Output Log). Messages sent via a logger are prefixed with your channel name (e.g., my_log_channel), making them much easier to find and filter during debugging.
Log Levels: You can change the priority of your log messages (e.g., log_level.Warning for yellow text or log_level.Error for red text) to help identify issues quickly.
If you need to show permanent text to players using a UI widget instead of a temporary debug message, let me know!
IMPORTANT: Hey there might be some confusion, I am talking about the AI you can use on the internet ( Epic Developer Assistant ) I dont know who or what set this bug report as Fixed but thats just a plain lie . For anyone reading this, as of 15.05. 2026 the issue is still not fixed even though the bug report is marked as fixed. As I am writing this reply I am currently waiting for 15 minutes (AI is stuck at thinking) for the reply from the AI, it replied 2 times before getting stuck again. I guess Epic fired the guys responsible for the AIs or they simply dont know what is causing this issue but I dont think we will get anywhere further when the bug report is being marked as fixed but its not.