Verse cook error in published island preventing players from joining.

Summary

Projecting failing to cook in publishing Verse Verification step.
Game works fine and cooks for my edit sessions, but throws the error in the attached image when going to publish, this error exists in my currently published version and was not present prior to the v41.0 update and is now preventing players from starting sessions (player count has flatlined). I have tried countless things, from switching the class layouts and definitions, renaming the , I’ve even fully removed all of the code related to the error message and it still happens…

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

Build verse
Push Changes
Upload to private
Go to publish

Expected Result

Successful publish

Observed Result

Verse validation cook error

Platform(s)

All

Island Code

8345-4743-2020

Upload an image

hi @Skadank ,

Now you have removed the code Please try clearing this from the remote server end, so that your update code is reloaded to the server.

Just something to try while waiting for Epic Support.

This error looks more like a problem on the servers though as there is another post with a similar Verse Cook problem

41.00 Cooking Error - VerseBuild: Error Only During Cook - General / Issues and Bug Reporting - Epic Developer Community Forums

3 Likes

Hey Jimbohalo10,

Thanks for the suggestion, just tried this out and sadly still facing the same issue :sob: I feel like this is on the right track though, since regardless of the version I go to publish on it’s still present, even versions where this system wasn’t even a thought yet lol. Very strange issue.

2 Likes

@Skadank are you still having this issue?

@Flak

Still cannot join the island in Fortnite. Still failng to cook

Here is the Fortnite log at 00:56 12th June

FortniteGame.log (3.8 MB)

Here is extracted lines which show the errors

line 9798
LogMaterial: Error: Tried to access an uncooked shader map ID in a cooked application
LogMaterial: Warning: Invalid shader map ID caching shaders for ‘M_FN_Customization_MASTER’, will use default material.
LogMaterial: Can’t compile M_FN_Customization_MASTER with cooked content, will use default material instead
LogMaterial: Warning: [AssetLog] /Game/Packages/Fortress_SharedMaterials/Base_Material/M_FN_Customization_MASTER.M_FN_Customization_MASTER: Failed to compile Material for platform PCD3D_ES31, Default Material will be used in game.

LogMaterial: Error: Tried to access an uncooked shader map ID in a cooked application
LogMaterial: Warning: Invalid shader map ID caching shaders for ‘M_FN_Customization_MASTER’, will use default material.
LogMaterial: Can’t compile M_FN_Customization_MASTER with cooked content, will use default material instead
LogMaterial: Warning: [AssetLog] /BRCosmetics/Weapons/WeaponSkins/Wraps/Materials/MI_WeaponWrap_ClamReflectB.MI_WeaponWrap_ClamReflectB: Failed to compile Material Instance with Base M_FN_Customization_MASTER for platform PCD3D_ES31, Default Material will be used in game.

line 20010

[2026.06.10-16.55.11:406][261]LogContentBeaconV2: [3c8e] Party leader connected to Contentbeacon, no pending parameters
[2026.06.10-16.55.11:407][261]LogContentService: GetShaderFormatForRoleAndPlatform: Role=EConsumerRole::Client, Platform=Windows, ShaderFormat=PCD3D_ES31
[2026.06.10-16.55.11:407][261]LogContentBeaconV2: [3d1d] AContentBeaconClientV2::OnConnected Client id 2076ba20ca9f4e7eb781f7640cd2f593, compatibilityversion:++Fortnite+Release-41.00-CL-54872343, consumerplatform:Windows, shaderformat:PCD3D_ES31, isAllowedToLoad:false, objectname:FortContentBeaconClientV2 /Game/Maps/Frontend.Frontend:PersistentLevel.FortContentBeaconClientV2_2147482646
[2026.06.10-16.55.11:408][261]LogContentBeaconV2: [3e0f] Client content registration complete. HostRequiresAdditionalContent:false, ShouldErrorOnFailure:false, NeedsToDownloadAdditionalContent:false
[2026.06.10-16.55.11:411][261]LogContentBeaconV2: Warning: [3c48] *** RECEIVED ERROR ***:
FailedToBuildManifestServer,errors.com.epicgames.content-service.cook_failure,
fatal:true.
Message:We hit an error while cooking this content
cook_failure

Details:We hit an error while cooking this content
errors.com.epicgames.content-service.cook_failure
CookJobId:1c46bf2e-950a-45cc-b874-8cf7fecdb482

45cc-b874-8cf7fecdb482) with error code errors.com.epicgames.cookplugin.cookfailure).
More Details:ContentBeaconV2.FailedToBuildManifestServer.Host We hit an error while cooking this content
cook_failure, ClientId:Server, RequestId:019EB275915A7D13B80DF240C449D824, InnerErrorCode:errors.com.epicgames.content-service.cook_failure, InnerErrorMessage:An error occurred while communicating with the game servers (failed to cook module e3b6216e-4a3e-5bf6-0d97-a39d62c03cd1 (artifact 38af8311-8598-453d-a950-8f536c298384:linux-server) (cookJobId 1c46bf2e-950a-45cc-b874-8cf7fecdb482) with error code errors.com.epicgames.cookplugin.cookfailure).,
CachedInnerErrorType:EInnerErrorType::CookFailure, AdditionalErrorParams:(CookJobId,1c46bf2e-950a-45cc-b874-8cf7fecdb482)(RequestDescription,linkid Mnemonic=[8345-4743-2020] Version=[45])

========================================================

[2026.06.10-16.55.11:411][261]LogBeacon: Verbose: Destroying beacon FortContentBeaconClientV2_2147482646, netdriver Name:IpNetDriver_2147482646 Def:BeaconNetDriver IpNetDriver_2147482646
[2026.06.10-16.55.11:411][261]LogBeacon: OnlineBeacon FortContentBeaconClientV2_2147482646 requesting net driver destruction: Name:IpNetDriver_2147482646 Def:BeaconNetDriver IpNetDriver_2147482646
[2026.06.10-16.55.11:411][261]LogNet: SetPendingDestruction: 1 on Name:IpNetDriver_2147482646 Def:BeaconNetDriver IpNetDriver_2147482646)
[2026.06.10-16.55.11:412][261]

MatchmakingLog: Error: [2813] Content Beacon Encountered Fatal Error: FailedToBuildManifestServer - ContentBeaconV2.FailedToBuildManifestServer.Host

We hit an error while cooking this content
cook_failure, ClientId:Server, RequestId:019EB275915A7D13B80DF240C449D824, InnerErrorCode:errors.com.epicgames.content-service.cook_failure, InnerErrorMessage:An error occurred while communicating with the game servers (failed to cook module e3b6216e-4a3e-5bf6-0d97-a39d62c03cd1 (artifact 38af8311-8598-453d-a950-8f536c298384:linux-server) (cookJobId 1c46bf2e-950a-45cc-b874-8cf7fecdb482) with error code errors.com.epicgames.cookplugin.cookfailure)., CachedInnerErrorType:EInnerErrorType::CookFailure, AdditionalErrorParams:(CookJobId,1c46bf2e-950a-45cc-b874-8cf7fecdb482)(RequestDescription,linkid Mnemonic=[8345-4743-2020] Version=[45])
[2026.06.10-16.55.11:412][261]LogStateGraph: Sending ClientJoin event AccountId=2076ba20ca9f4e7eb781f7640cd2f593 JoinId=2241264746E58DE7290AA2B7A4E6C115 Status=HostFailedToGenerateDownloadableContent
[2026.06.10-16.55.11:418][261]LogMovieScene: Initializing a legacy player for sequence ‘Anim_IntroNeutralInfo_INST’.
[2026.06.10-16.55.11:420][261]MatchmakingLog: [3255] Jimbohalo10 ready status changed from Ready to Not Ready (CanceledUser)
[2026.06.10-16.55.11:421][261]MatchmakingLog: [2d29] Jimbohalo10 has updated matchmaking info:

Current Island: 
	LinkId [Mnemonic=[] Version=[latest]] 
	Session [Session Id [None] Join Info [IslandJoinability [CanNotBeJoinedOrWatched] SessionKey [None]]] 
	MatchmakingSettings (V2) [
	/Fortnite.com/Matchmaking:Region [EU]]
	Timestamp: 1970.01.01-00.00.00 Unix timestamp: 0
	Using graceful upgrade: True
	Id: A63CD90C41FAA90C199067A5F01708B1
Is eligible: True
Selected Island: 

Sorry Font all over the place. The comments above from yesterday log the uploaded log is 15 minutes ago

1 Like

(post deleted by author)

@Flak Yeah, just pushed up a new version and went to publish and still receive the same error, also tried some other private versions I had pushed up from before, all receive the error regardless of whether or not the code mentioned was in the project at those times

FORT-1113852’s status has changed to ‘Ready for QA’. A member of the QA department is investigating the issue.

2 Likes

Hi @Skadank

Please try making another version

Duplicating an Entire Project via Developer Assistant

Another developer with a similar problem by Duplicating an Entire Project was able to publish.

Obviously the developer was not wanting to replace the original as this change the island number and all the players items/scores etc using save device is not same as Verse which can be restored from content server.

This did prove not the developers code and something else, but at least you possibly have a working published version

Hey @Jimbohalo10

If moving all verse persistence save data to another published game (duplicated project) is actually possible then this would be feasible, since I only use verse persistence. My players have voiced their concerns with just publishing a duplicated version since they’d lose all of their progress (many of which have spent quite a bit of vbucks). The question is whether this would actually be faster to achieve than just fixing the current versions issue, since I’d likely have to run through the whole epic support system again to go with this route (I assume).

I am 100% confident publishing a duplicated version of this project would work though, if all save data can be ported over.

1 Like

hi @Skadank , Here is what developers need on copying or recovering data

Verse Persistence | Developer Deep Dive

From UEFN feature examples

In this thread they recover the Persistence using recover of scripts via the UEFN Content service

Issue with trying to recover scripts form islands

This is shown in

In future maybe its better to store the data in a local backup maybe dumping data at the end of a session. Then make an island with Verse code which can reload using the same Verse scripts with each named as by players/users name.

Maybe when a purchase is made that is stored in a players name so you can some form of storage or use the new In Island Transactions where the amount and type is stored by the user program and can be restored in island by the Verse code.

hi @Skadank

Looking at the original error the word “Timer” uninitialized is in this error.

In the documentation there is an adjustment to this

Persistence Devices in Unreal Editor for Fortnite - Timer| Fortnite Documentation | Epic Developer Community

On the original published private version You need to try publishing with all setting to Yes. See if that can be published then

try value No and see if you can publish hopefully one of yes/no these will setup the “Timer” uninitialized is in this error.

extract from Documentation

Timer Properties

Option Value Explanation

Save Timer

Yes, No Save the timer data.

Auto-Save

Yes, No Select whether the device automatically saves the player’s state.

Auto-Load Saved Data

Yes, No Select whether the device automatically loads the player’s or island’s saved data.

Disclaimer

BE CARFUL THIS IS VERY UNCLEAR CODE AND DOCUMENTATION MAY CONTAIN ERRORS WHICH COULD Cause problems

Do one at a time if you feel safer

Thanks again @Jimbohalo10

I’ll look into these today.

I appreciate you looking into these for me

Never used timer devices in this map, I always just make my timers through verse when needed.

The error that’s mentioned was present in the code, but I have since fixed it. There was a field on an abstract verse class called Time and it was meant to represent how much time you needed to play for to complete an achievement. It was unset (since it was an abstract class) and was defined when the class was initialized, which is strange that this caused an error at all since this is a regular practice of mine throughout other parts of my code, I must have done something slightly out of the ordinary. The code was compiling just fine before the v41.00 update too.

1 Like

@Skadank could you tell us which module version you want to publish?

Hi @Skadank , @Flak

Just tried the island on 41.10 Android and its works.

Purchasing (In Island Transactions) works as just bought double cash for 50 VBucks and the item appears in inventory so that’s good news for 41.10 :+1: :grin:

Came out of game restart Fortnite and went back in and item has been saved across games so Verse Persistence is working as well :+1:

@Flak

Not exactly sure what this means or how to see my module versions. Unless you mean private versions then I can upload a new one and private that island code. Players are reporting playing the game despite it being unlisted though

@Flak

It’s also just allowing me to publish in the portal now! I’m going to go ahead and upload a new fresh version and publish that

1 Like