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)