UEFN and UE AI assistants are STUCK on thinking/error

Summary

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.

Observed Result

Ai gets stuck at thinking/error occured.

Platform(s)

any platform

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I’ve been having the same issue since a month ago and I can’t finish my game because of it; it is so frustrating.

6 Likes

Epic developper assistant not working - General / Issues and Bug Reporting - Epic Developer Community Forums

5 Likes

FORT-1100296 is ‘Closed’ as ‘Fixed’. The issue will be addressed in .

@KrimTheCreator

the code generator now generates

Entered the message in the box

“verse code to print message”

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

  1. In UEFN, go to the top menu and select Verse > Verse Explorer.

  2. Right-click your project name and select Create New Verse File.

  3. Name the file print_demo_device and click Create Empty.

  4. 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
  1. Back in UEFN, go to Verse > Build Verse Code (or press Ctrl + Shift + B).

  2. Once the build succeeds, locate print_demo_device in your Content Browser (under the CreativeDevices folder).

  3. Drag the device into your level.

  4. 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!

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So this looks good for under 60 seconds :grinning_cat:

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 :smiley: . 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.