UEFN Cook Error [Switch 2]

Summary

Currently unable to cook/publish due to Switch 2 cook errors.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Publishing

Steps to Reproduce

Launch project, publish project.

Expected Result

Project cooks and publishes

Observed Result

Error, with [Switch2: Failed]

Platform(s)

PC in Editor

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Screenshot 2025-05-07 133606.png
Screenshot 2025-05-07 122729.png

I have the same problem.

Same. We can launch sesion but if we want to cook a new verison a Publishing ir it crashes

(post deleted by author)

How is this not voted?
PLEASE THIS IS CRITICAL! We can not publish

LogValkyrie: ProjectSizeRequest::GetProjectUploadSize for 1804e78b-4250-612e-bc85-108410bd291c
LogValkyrie: ProjectSizeRequest::GetProjectDownloadSize for 1804e78b-4250-612e-bc85-108410bd291c
LogValkyrie: ProjectSizeRequest::GetProjectCookedSize for 1804e78b-4250-612e-bc85-108410bd291c
LogValkyrieBeacon: [38f5] (ValkyrieBeaconClient_0) SpatialGameplayActorLoadingStateUpdated: ESpatialLoadingState::Ready
LogValkyrieBeacon: [388b] (ValkyrieBeaconClient_0) MinigameStateChanged: EFortMinigameState::PreGame
LogValkyrieBeacon: MemorySamplerStateChanged: EMemorySamplerState::Idle
LogValkyrieBeacon: [38f5] (ValkyrieBeaconClient_0) SpatialGameplayActorLoadingStateUpdated: ESpatialLoadingState::Initializing
LogValkyrieBeacon: [38f5] (ValkyrieBeaconClient_0) SpatialGameplayActorLoadingStateUpdated: ESpatialLoadingState::Initializing
LogValkyrie: ProjectSizeRequest::GetDependencyDownloadSizes for 1804e78b-4250-612e-bc85-108410bd291c
LogValkyrie: ProjectSizeRequest::Completed for 1804e78b-4250-612e-bc85-108410bd291c
LogValkyrieActivityTracker: Session → Continue Activity: LoadingNewContent - Cooking for server platforms finished, waiting on client platforms…
LogValkyrieActivityTracker: Session → Complete Activity: LoadingNewContent
LogValkyrieActivityTracker: Session → Channel State: Completed Successfully
LogValkyrieSummary: Server Summary - Successfully activated content on all platforms
LogValkyrieBeacon: [38f5] (ValkyrieBeaconClient_0) SpatialGameplayActorLoadingStateUpdated: ESpatialLoadingState::Ready
LogValkyrieBeacon: [38f5] (ValkyrieBeaconClient_0) SpatialGameplayActorLoadingStateUpdated: ESpatialLoadingState::Ready
LogValkyrieBeacon: [38c5] (ValkyrieBeaconClient_0) Playspace_EventMessage_SaveComponent_FinishSpawning: null
LogValkyrieBeacon: [388b] (ValkyrieBeaconClient_0) MinigameStateChanged: EFortMinigameState::Setup
LogValkyrieBeacon: [38f5] (ValkyrieBeaconClient_0) SpatialGameplayActorLoadingStateUpdated: ESpatialLoadingState::ReadOnly
LogValkyrieBeacon: [388b] (ValkyrieBeaconClient_0) MinigameStateChanged: EFortMinigameState::Transitioning
LogValkyrieBeacon: [388b] (ValkyrieBeaconClient_0) MinigameStateChanged: EFortMinigameState::WaitingForCameras
LogVerse: : WARNING: DEBUG IS ON!
LogVerse: : IslandSettingsDevice has been set
LogValkyrieBeacon: [388b] (ValkyrieBeaconClient_0) MinigameStateChanged: EFortMinigameState::Warmup
LogValkyrieBeacon: [388b] (ValkyrieBeaconClient_0) MinigameStateChanged: EFortMinigameState::InProgress
LogVerse: : SetPropTransforms disabled
LogVerse: : WARNING: Remove_CanvasWithoutMessage on Upgrades UI does NOT CheckSaveUpgrades()
LogVerse: : WARNING: Remove_CanvasWithoutMessage on Upgrades UI does NOT CheckSaveUpgrades()
ValkyriePreparedPlatformData: Error: Switch2: Failed to prepare data for AutoBattler0
ValkyriePreparedPlatformData: iOS: Successfully prepared data for AutoBattler0
ValkyriePreparedPlatformData: Windows: Successfully prepared data for AutoBattler0
ValkyriePreparedPlatformData: PS4: Successfully prepared data for AutoBattler0
ValkyriePreparedPlatformData: Switch: Successfully prepared data for AutoBattler0
ValkyriePreparedPlatformData: XSX: Successfully prepared data for AutoBattler0
ValkyriePreparedPlatformData: XB1: Successfully prepared data for AutoBattler0
ValkyriePreparedPlatformData: PS5: Successfully prepared data for AutoBattler0
ValkyriePreparedPlatformData: Android: Successfully prepared data for AutoBattler0
LogValkyrie: Error: Create build failed: Project failed to cook (see Message Log)
LogAudioMixer: Warning: FMixerPlatformXAudio2: Changing default audio render device to new device: Role=Console, DeviceName=Auriculares (AirPods Pro - David), InstanceID=1
LogSlate: Window ‘Error’ being destroyed
Message dialog closed, result: Ok, title: Error, text: Project failed to cook (see Message Log)
LogAudioMixer: Display: StartRunningNullDevice() called, InstanceID=1
LogAudioMixer: Display: FMixerNullCallback: Simulating a h/w device callback at [5ms], ThreadID=40052
LogAudioMixer: Display: StopRunningNullDevice() called, InstanceID=1
LogAudioMixer: Display: Successful Swap new Device is (NumChannels=2, SampleRate=44100, DeviceID={0.0.0.00000000}.{805286ef-0621-4613-99ae-d49717995acb}, Name=Auriculares (AirPods Pro - David)), Reason=FMixerPlatformXAudio2::OnDefaultRenderDeviceChanged, InstanceID=1, DurationMS=28.07
LogAudioMixer: Display: Output buffers initialized: Frames=240, Channels=2, Samples=480, InstanceID=1
LogAudioMixer: Display: Starting AudioMixerPlatformInterface::RunInternal(), InstanceID=1
LogValkyrieBeacon: [388b] (ValkyrieBeaconClient_0) MinigameStateChanged: EFortMinigameState::PostGameAbandon
LogValkyrieBeacon: [38f5] (ValkyrieBeaconClient_0) SpatialGameplayActorLoadingStateUpdated: ESpatialLoadingState::Initializing
LogValkyrieBeacon: [388b] (ValkyrieBeaconClient_0) MinigameStateChanged: EFortMinigameState::PostGameReset
LogSlate: Took 0.012362 seconds to synchronously load lazily loaded font ‘../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf’ (167K)
LogSlate: Took 0.002987 seconds to synchronously load lazily loaded font ‘../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf’ (77K)
LogSlate: Took 0.005815 seconds to synchronously load lazily loaded font ‘../../../Engine/Content/Slate/Fonts/DroidSansFallback.ttf’ (3848K)

hi all, @Flak ,

Someone has tried to use the original Switch 1 code as Switch 2. IMHO

You can still use Switch 1 from UEFN locally. My friend (who is remote in the USA) seems okay with Fortnite and can load Fortnite Creative 2.0, but he does not use UEFN!!!

now received a message Switch 1 has been put back to building successfully

So someone else has tried the UEFN Live Link session to a Switch 2 and it works, but it is a simple loopback on your network, the Blueprint VM engine for Verse runs on your PC using the local Switch 2 FN Creative 2.0 emulator in the same way, all consoles do.

When publishing all the parts of the Fortnite Switch 2 libraries and VM engine need to be on the remote build server just like Xbox templates for each family.

Has this previous error causing crash in Switch 2 never fully addressed as bug was not reported correctly

Only Nintendo switch players crash when playing my map on public server

Then again another problem that was not fixed was
Nintendo Switch PLayers / Mobile: Crash Game / Fortnite Closes when trying to playing on a public published map / Fortnite Creative UEFN

This problem is added just because its such a pain in Verse on Nintendo Switch 1

The problem is every @editables that allows a Verse device to be visible in UEFN on the Nintendo version generates at least seven blocks of data, when only one should be allocated, so you run out of memory.

Verse @editables on Nintendo Switch 1

FORT-903275 is ‘Closed’ as ‘Fixed’. The issue will be addressed in 35.00.