When using Tick in a custom Component, both "Push Change" and "Verse Push Change" result in a timeout from the second attempt onward, and restarting Fortnite becomes necessary.

Summary

As of UEFN version 36.00, if Tick is used, both “Push Change” and “Verse Push Change” will time out from the second attempt onward, and it becomes impossible to push your working data.
Furthermore, once a timeout occurs, you will not be able to reconnect to a session without restarting the Editor.

This issue might be related to the following known issue listed in the documentation, but I’m reporting it here just in case:

Component logic runs in both Edit and Play modes.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

  • Place an Entity in the level (placing an empty Entity from the Actors Panel is also acceptable)
  • Create a custom Component in Verse and use TickEvent (e.g., via Subscribe)
  • Add the custom Component to the Entity
  • Start a session
  • After connecting to the session, perform a “Push Change”

Expected Result

The modified data is pushed successfully and reflected in the game session.

Observed Result

The session fails to start and times out.

Platform(s)

Windows 11

Additional Notes

As a workaround, I have been handling this by quitting Fortnite and restarting the session from “Launch Session” before attempting any subsequent push.

FORT-922431 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.