I’ve been experiencing this crash for a while now. The stack trace provides no guidance on where the issue could be coming from. I’ve debugged the whole game with a full lobby and a tick rate graph multiple times, and I was never able to see any performance issues.
These crashes occur in batches: every once in a while, a bunch of instances pop up at the same time in my technical tab on the creator portal, then they disappear for days, even while maintaining similar levels of CCUs.
I would be grateful if anybody could give advice on how to overcome this issue, or at least find out where it’s coming from.
Here are the two stack traces I’m getting most of the time:
Verse unrecoverable error: ErrRuntime_ComputationLimitExceeded: The runtime terminated prematurely because Verse code took too long to execute within a single server tick. Try offloading heavy computation to async contexts. (Script (PersistentLevel_VerseContentScope) has exceeded its maximum running time. Possible infinite loop or excessive computation.) (Callstack unavailable)
Verse unrecoverable error: ErrRuntime_ComputationLimitExceeded: The runtime terminated prematurely because Verse code took too long to execute within a single server tick. Try offloading heavy computation to async contexts. (Script (PersistentLevel_VerseContentScope) has exceeded its maximum running time. Possible infinite loop or excessive computation.) Truncated callstack follows: Device->rigger_V2_C:ExecuteUbergraph?ice->rigger_V2 (Unknown source) (Source: Unknown(0,0, 0,0)) Device->rigger_V2_C:BroadcastActivateTrigger (Unknown source) (Source: Unknown(0,0, 0,0))