I have a problem because I turned on memory calculation and it kept calculating and wouldn’t finish the calculation, so I had to turn off UEF completely and now when I want to start memory calculation I can’t do it because it stops loading at 0% and I get an internal error, parallel transfer flow is already enabled.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Memory
Steps to Reproduce
Open the project in UEFN (island code: 4174-2530-8404).
Start a test session in Fortnite (Live Edit).
Pause the test session and return to UEFN.
Go to the Publish panel.
Click the Calculate Memory button or try Publishing a new private version.
Expected Result
I expect that after the memory calculation is completed, the Memory Usage status will change to green (No action required) and I will be able to successfully publish a new private version.
Observed Result
The Memory Usage status remains orange with the message: “Action required. Start UEFN memory calculation during session…”
An internal error appears: “A parallel upload flow is already running. Internal error.”
The UEFN logs (Output Log) show that the memory calculation (MemorySamplerStateChanged: EMemorySamplerState::Ready) completes successfully, but immediately afterwards the network connection is lost (LogNet::Close), resetting the project state in UEFN.
Please investigate this Internal Error. Internal log analysis indicates that the problem lies with the UEFN application resetting the project status (SetUploadRequired 1 setting) after losing network connection to the server, which occurs immediately after a successful memory calculation. The project status is locked on the server. Please manually reset the publish status for my island.
Does anyone who had this issue have an editor log from when the issue was occurring?
I have been unable to reproduce this myself, but a failure of “Internal Error” means that the auto localization code took an unexpected path, and a log should help to identify which call failed.
I’ve identified the cause as a conflict between the localization export performed during build code generation and the “Auto Push Verse Changes” option, as the localization export compiles Verse which then triggers an additional upload request.
To workaround the issue for now, simply disable the “Auto Push Verse Changes” option (in the … menu next to “Launch Session”) when producing a build code or running the memory calculation.
Thank you so much for taking your time and finding this workaround! I’ve been struggling for days unable to update my map . I’m finally able to so thank you!!!