Verse Runtime Error Related to VKPlay_EmptyOcean_VolumeSupport_VerseContentScope

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Verse

Summary

One of our maps got 1 occurrence of the following verse runtime 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.

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 (VKPlay_EmptyOcean_VolumeSupport_VerseContentScope) has exceeded its maximum running time (3.54s). Possible infinite loop or excessive computation.) (Callstack unavailable)

Unfortunately there is very little indication as to what this error relates to. It seems like “VKPlay_EmptyOcean_VolumeSupport_VerseContentScope” may be able to point in the right direction, but it is unclear what this error refers to.

Steps to Reproduce

UNKNOWN

Expected Result

If a verse runtime error occurs, it is associated with a particular piece of our verse code.

Particularly “VKPlay_EmptyOcean_VolumeSupport_VerseContentScope”

Observed Result

Verse runtime error is not being associated with a particular piece of our verse code.

Does mention “VKPlay_EmptyOcean_VolumeSupport_VerseContentScope”

Platform(s)

UNKNOWN

Ran into this too, locally for now. Seems to happen if i teleport a large distance across a streamed map in our case.

Update:
Tried removing all water/landscape form the map. Still same issue.

Another update:
When i disable all verse then things work fine again. I will keep investigating this but it seems to be either a wrong error or a combination of something plus verse code.

I think i found the exact behavior that causes it:

  1. In a level that uses streaming
  2. Im teleporting a character to a really far away location (252km :D)
  3. i am teleporting 10 props from characters old location to the characters new location

This causes a lag spike, the firther away the teleporting the higher the lag spike.
Breaking these teleports up into separate async operations stops the crash but causes a lot of lag.

ps.
at those kinds of distances everything seems to break down anyway, so this specific thing is not a big issue.

but general recommendation is to check if you have any verse code that is causing a long sync operations (especiually teleporting) as the error message seems to be faulty.

2 Likes

The status of FORT-784421 incident has been moved from ‘To Do’ to ‘Needs More Info’.

1 Like


I am having the same error on some of my maps every now and then

Since you’ve made this post have there been any changes to your approach in this?

I ran into the same issue when teleporting props and I’m wondering if I need to rethink my approach here. I’d rather avoid the lag spikes that come with spawning each teleport.

Same issue:
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 (VKPlay_EmptyOcean_VolumeSupport_VerseContentScope) has exceeded its maximum running time (60.41s). Possible infinite loop or excessive computation.) (Callstack unavailable)

Verse includes teleporting devices to player’s location. Happens only when in discovery and above 100 players, everything works fine during edit session and at a full published session. I always check for Player.IsActive and do everything with < suspends >.

(post deleted by author)

we are seeing more and more of these. every occurrence is treated as a unique type of runtime error and receives its own entry in the content service.

we have seen at least 8 of these in the last 24 hours

Same here!

I’ve more than 15 of those errors :confused:

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 (VKPlay_EmptyOcean_VolumeSupport_VerseContentScope) has exceeded its maximum running time (4.29s). Possible infinite loop or excessive computation.) (Callstack unavailable)

We’ll get someone to check into this.

Same issue here.

From what I have tested it’s connected to teleporting devices/props over long distances multiple times to player location