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
Thanks for the suggestion, just tried this out and sadly still facing the same issue 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.
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])
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
@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
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
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.
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.
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.
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