Verse logs gets lost when there's a runtime network error

Summary

I noticed a very unfortunate behavior which makes it very hard to debug the problem. If the game code contains something that would eventually result into a network error, the editor doesn’t seem to receive some verse logs.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

UI/Tools

Steps to Reproduce

This is hard to describe, but Epic Games has to forcefully cause a runtime error in order to potentially tap into the same situation. As of right now, we could abuse the other issue that I recently reported that currently will cause a runtime network error due to the verse compiler not properly flagging some type mismatch.

The basic gist is the following:

# Do some work
Logger.Log("Message A")

# Do some more sequential work
Logger.Log("Message B")

# Force some code that causes a network error.
# In v36.20 this is one way to do so (FORT-942645).
Map["string"] or 42 # Where `Map` is of different type `[tuple(string, int)]int`

Expected Result

The editor should still receive Message A and Message B regardless of the runtime issue that caused a network error.

Observed Result

Message A and Message B are lost, which makes it extremely hard to pin point the issue as the network errors on our end do not provide any hints on which code caused it.

Platform(s)

UEFN (v36.20)

To clarify this isn’t a simple suggestion, this is a real issue as I’m missing a good amount of logs that would provide some breadcrumbs to at which point during the current server tick and potentially where the game logic run into something that would cause the network error. Right now we have to blindly isolate and fully disable potential code paths, restart the session over and over and hope that it will not error, then slowly shrink the scope of the isolated code path until we find the line of code that causes the network issue. This is a very time consuming process.