UEFN live edit, the client never joins the edit session (server shuts down, "no game clients")

Summary

The client’s party moved to a new Epic party lobby 20 ms after matchmaking had started for the edit session, and
that party change cancelled the join. Nothing retried it.

UTC Client log
18:30:15.071 Setting launch data { JOIN_MM_SESSION, sessionId=cd4bb21b... }
18:30:23.905 [Jip.Resolve] RESOLVED ... sessionId=cd4bb21b... role=Host
18:30:23.909 MemberCoordinator:9C1C6DED...][init_succeeded]; ValidateJoinTarget completed
18:30:23.910 party V2:f1e35c57… readiness changed to Ready
18:30:23.931 LogEpicPartyLobbySync: [join_or_create] Party=[cd82bc2a...] Reason=[PartyJoined]
18:30:23.941 Attempting to leave party [V2:f1e35c57...]
18:30:23.941 Session changing from [cd4bb21b... EditSession] to [None ... CanNotBeJoinedOrWatched]
18:30:23.941 ready status changed from Ready to Not Ready (CanceledIslandChanged)
18:30:23.942 group_invalidated Reason=[local_member_became_unready]; ClientJoin ... Status=CanceledIslandChanged; flow_summary: every step after ValidateJoinTarget Blocked
18:30:24.584 Joined party [V2:cd82bc2a...-58430987-default], Found Playable Island [playlist_vk_edit], but the session id stays None: no new join

Both parties hold only this account (no other player involved). It is a client-side race between the Epic party
lobby migration at start-up and the -VK.JoinEditOnLaunch join: the party switch resets the island selection,
which drops the edit session id, and the join is not resumed.

Other client errors in the same second (/DebugUI/* “Could not find SuperStruct”, FortniteClientPilot async load
failed, LogJson: Json Value of type 'String' used as a 'Object', IAS x509 latency tests) also show on good launches
and are not the cause.

Not the cause

  • Not our content: upload, validation, cooking and the server’s Verse all succeeded.
  • Not a timeout (LF-02): the server was up and waiting for 3 min.

Workaround

Client still in the lobby > 30 s after Launch Session: close the client, wait ~1 min (LF-10), Launch Session again.
Leaving the client open in the lobby between launches (party already settled) avoids the start-up party migration.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

  1. Launch Session in UEFN. Upload went fine (“UpToDate”), the server cooked and started; the island’s Verse ran on the server (18:31:47).
  2. UEFN launched a fresh Fortnite client (launcher 21:29:38). It reached the lobby with the “UEFN Session” island
    selected, but never travelled to the session.
  3. At 18:34:49 the server shut down: The server shut down because no game clients are connected
    (beacon_client_connection_closed_remotely).

Expected Result

After JOIN_MM_SESSION the client joins the edit session even if its party changes during start-up (or
re-applies the launch data after the party settles). Actual: a party lobby change at start-up cancels the join
(CanceledIslandChanged) and the session dies with no clients.

Observed Result

The client’s party moved to a new Epic party lobby 20 ms after matchmaking had started for the edit session, and
that party change cancelled the join. Nothing retried it.

Platform(s)

PC