UEFN Lost Connection Error if a verse device is in the level

Summary

I had working code no errors then I began working on some materials, and now if I playtest my game it will always give a lost connection error. I removed the materials and textures but that didn’t fix it, then I removed my verse device which has no errors and prior to me working on the materials was working (haven’t touched the code). Then my project will launch when there is no verse device.

I cannot share all my verse code but it was 100% working prior to me working on new materials/textures, my verse code is comprised of 96k lines of code, 80% of it being verse UI.

This is not a internet issue as if my verse device is deleted it will launch no problem, but the verse code has no problems and was working fine before, I made no changes to the code and it is causing me this issue.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

No idea how to reproduce, this all happened all of a sudden, completely working fine, I work on some materials for a couple days then if my verse device is in the level it will give lost connection error despite no errors in the code at all and working perfectly prior.

Expected Result

I should be able to launch my project just like before no issues

Observed Result

I will get lost connection error everytime, it will take me to the fortnite lobby, if I rejoin, same error, if I remove the verse device, launch it, then re-add it and push changes it will launch but the verse device wont be in the level.

Platform(s)

PC

Island Code

2744-3079-0076

Additional Notes

I have tried deleting the stuff I was working on when this issue started happening (materials/textures) but that didn’t fix it, only removing the verse device

Okay turns out it is my verse ui causing it as I deleted it all and it now launches without error. It was working before so I think a verse ui update broke it, they should probably alert all UEFN users of verse updates :confused:

hi @ideyot
The best practice is to save your work BEFORE each change

Unreal Revision Control Best Practices in Unreal Editor for Fortnite | Unreal Editor for Fortnite Documentation | Epic Developer Community

1 Like

I do save my work frequently, the issue was spontaneous, I made no changes to my code as I was working on a material, and the code just stopped working, no errors, when I get lost connection error I don’t get any info on what the error is.

I just know that if I delete the verse ui code it runs, but this was working prior like a couple days ago

And I know its not an internet issue as it runs without the verse ui code everytime, there’s no chance my code is written wrong or has an error because it was working fine for months, it only stopped working a couple days ago when I made 0 verse changes.

hi @ideyot ,
have you checked that “Auto Save Verse changes” is NOT set. UE5 by default set auto save ON.

With URC running and manually Checking in changes then Auto Save is creating the problem

What may be happening is an automatic save whilst writing/developing the code
check for 64k character anything over 63k causes problems.

DONT use OneDrive in path like
C:\Users\jOwnerName\OneDrive\Documents\Fortnite Projects -WRONG standard Windows 11 path and check URC is not using OneDrive

I turned off auto save changes but still the same issue, I have 96k lines of code so definitely over 64k characters but the code was working fine for months.

I have realised I have absolutely 0 clue on what’s causing this network error.

I have been taking out chunks of code and it’s been launching no problem, I tried at 24k lines 100% under 64k character limit as someone suggested above, it worked.

I tried at 70k lines and it worked. But when its at 96934 lines of code it gives me network error when playtesting.

The chunks of code I have been removing from lines 3k to 96k are practically all the same with some variation in the textures and variables used (all verse ui from 3k to 96k) so it shouldn’t be because of the code.

Okay now it works fine perfect, this is the 2nd error I’ve gotten whilst working in UEFN/Verse that I have not caused or solved, it just occurs and solves itself after a few weeks. I’ve worked in UE and Unity and I have never experienced anything like this.

Edit: I think maybe 90k lines of code is the limit because once I’m over 90k it gives me network connection error but once below 90k it runs fine.
I removed snippets of code that I know for a fact work 100% and it ran, but if I don’t remove it then it gives the error because its over 90k lines

2 Likes

Awesome! I’m glad you got it working!

1 Like

hi @ideyot ,
For those looking for additional information. Looking deeply into VS code, for which source is available. There seems to be a function for Workspace expansion.

*So what seems to be happening is the VS Code Workspace is set at 32K (32 1024)
32768 times 3 = 98304 minus pointer space 2048 = 96256

So what seems to be happening is the VS Code Workspace is set at 32K (32 *1024)
32768 times 3 = 98304 minus pointer space 2048 = 96256

Looking at the C++ language extension version, the extension writers seem to increase the workspace based on a complex formula every time a new line of code is built.

This is very clever code based on the fact that the VS Code is based on nodejs, from the javascript family.

So what seems to be happening is the VS Code Workspace is set at 32K (32 *1024)
32768 times 3 = 98304 minus pointer space 2048 = 96256

My speculative guess is that when people keep complaining about the 64k boundary is they added half again.

When using a simple increment value and print code over 115k times.

In the logs found a message in the log from the Verse compiler LogSolaris Text limit exceeded the limit. Just gets a red build failed on VS Code toolbar

The more intelligent code like a Verse Device code probably causes different Log Solaris errors.
Solaris is a Unix/Linux operating system where the Verse Compiler is held somewhere on the Epic Server, not an Amazon nodejs network.

Summary
So what seems to be happening is the VS Code Workspace is set at 96256

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.