UEFN pushed/Edit Sessions show packet loss, Wi-Fi red X, freezes, and disconnects even in a blank project

Summary

UEFN pushed/Edit Sessions are showing recurring network instability during editor-launched sessions. The issue appears as packet loss, the in-game Wi-Fi/network warning icon, freezes, and occasional disconnects from the editor session.

This does not appear to be caused by a specific island/project, because I reproduced the same instability in a separate blank UEFN project with no custom gameplay, no player-input test requirements, and minimal/no content. Normal Fortnite gameplay on the same PC/network is stable after configuration, with no comparable packet loss or disconnect behavior observed.

Normal Fortnite gameplay on the same PC/network is stable after configuration, including 120 FPS gameplay without packet loss, so the issue appears specific to UEFN pushed/Edit Sessions rather than general Fortnite connectivity.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Live Edit

Steps to Reproduce

  1. Open UEFN on Windows PC.
  2. Create or open a blank/default UEFN project.
  3. Launch or push an Edit Session from UEFN.
  4. Join the session in Fortnite.
  5. Remain in the session without requiring gameplay input.
  6. Observe network stability over the session.

Expected Result

A blank/default UEFN pushed/Edit Session should remain connected and stable, with no recurring packet loss, Wi-Fi/network warning icon, freezes, or editor-session disconnects.

Observed Result

The UEFN pushed/Edit Session shows intermittent network instability even in a blank/default project. Symptoms include packet loss, Wi-Fi/network warning icon, freezes, and occasional disconnect behavior. The same class of issue also occurs in a separate non-blank UEFN project, but the blank-project reproduction suggests the issue is not project-specific.

Platform(s)

Windows PC

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Additional Notes

I am intentionally reporting this using a blank/default UEFN project as the reproduction case to avoid project-specific variables.