UEFN maps are unplayable above 50 players

Hi ,
Over the past months the problem has been the networks. Even today we are seeing problems where a VPN has been used to push saving updates.

see UEFN - Unable to Play - Validation Failed - SSL or SSH was not OK - General / Issues and Bug Reporting - Epic Developer Community Forums (unrealengine.com)

If Epic wants to put Battle Royal on UEFN same as Creative 2.0 they need to fix handling of network traffic and not rely on 10 TCP addresses and one port number.
your problem ping 0 shows the error because it is too big like over 100(0) ms

Tried the Island given. When the Battle Bus starts without touching the Keyboard/mouse watch ping 267MS and go down to 167ms as the Character now uses a parachute and the Ping goes to 22ms and on landing is 10ms
Now, I am wondering if the 0 really means that the ping is so high there is an error in formatting the ping data because it is too big like over 100(0) ms

The Epic Battle Royale Solo unranked is really slow the graph going up so his the Yellow Wireless icon is being displayed

The problem is better described in
TPS Drop on Player Joining Server - General / Issues and Bug Reporting - Epic Developer Community Forums (unrealengine.com)

Major - Join In Progress Has Multiple Issues - General / Issues and Bug Reporting - Epic Developer Community Forums (unrealengine.com)

The main problem will be in getting the Verse runtime upgraded its based on the Blueprint Virtual Machine that needs to run the UEFN Code
Thanks, but you need players to vote up this problem

There is a document on this type of networks

IP address types for your Application Load Balancer - Elastic Load Balancing (amazon.com)

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