Thanks for following up on this, keep us posted!
Someone knows if the device that shows in the error after âTruncated callstack follows:â for example the âDevice_Collectible_Object_V2_Câ has something to do with the error itself, like if too many functions are subscribed to the CollectedEvent of the device or it is just showing what functions where running when Verse stopped working?
At leas to know where to optimize the code or it is just an error that means that you have too many calculations in one tick?
Even when spawning your own func() that ocean thing is an Epic problem so they is nothing we can do.
Always try to refactor and optimize your code if possible as a standard regardless of if they is an issue.
Even with no ocean on the map it still brings up errors with ocean asset its so weird
The error has a bad description, such as saying something about an ocean, but it can be fixed by the person who wrote the code and is not 100% dependent on Epic itself.
When reading the code it says that the code took way too long to execute for a tick which results in a heavy computation. This usually happens easily on poorly written scripts that, for example, do not cancel functions properly and result in some infinite loop related stuff or simply a combination of many functions such as multiple for expressions:
Iterations := 10000
for (A := 0..Iterations, B := 0..Iterations, C := 0..Iterations, D := 0..Iterations):
This is obviously a âextremeâ example, and to be honest I havenât tested it, but something like this will be fixed by adding more delays with Sleep(). If you have absolutely no idea what could cause it to crash, put Sleep(0.0) in any line where a big combination of functions are called. In my experience this approach always fixed it for me.
the Bug Reporter followed up on this issue reported by Lama saying it is fixed? Undetected Verse crash (?), Verse device only infinite server freeze (?)
the issue they posted is an EmptyOcean runtime error, does this have implications for all cases of this or just this specific version?
I will also add that we see occurrences of this runtime error spike when maps updates.
We also know players experience caching between versions of published maps: Caching Issue Between Private Code Versions of Islands
These runtime errors seem to be related to the Content Server, which I also imagine handles the content cache. Is it possible that these runtime errors, and the caching issues are related?
Received a similar a error yesterday according to my log..
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. Possible infinite loop or excessive computation.) (Callstack unavailable)
Any ideas what to do about these?
I also got a similar message. This happened in the editor during a session.
I havenât had any problems until now, but as soon as I replaced the old ocean (VK Waterbody Ocean C) with a new one I got this error:
Checking into this, Iâll let you know if we need more information.
I can confirm that these runtime errors are still occurring across our maps, but not as often as they were a few months ago.
FORT-784421 is âClosedâ as âFixedâ. The issue will be addressed in 35.00.
Thanks for the details, everyone!
What was the root culprit for these errors? Game objects floating in water for extended durations and computing physics on them?
I started to get this and some more computation limit exceeded errors after the latest patch. I did not change anything in our project for the last few days, and it only started to happen after May the 4th.
Hi @Flak unfortunately this issue is still present. I received the error again 19 hours ago.
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. Possible infinite loop or excessive computation.)
(Callstack unavailable)
I updated the team earlier today about the new posts, Iâll let you know when I have more information.
Can confirm, is still happening for us as well. Just much less frequently than at one time.
And I got one occurrence post 35.0, there is no additional information available in the report, it would be great to output more details.