Xbox players report published island missing from search — 2548-5349-4659

Summary

Players in our community report that they cannot find our published island in Fortnite search when playing on Xbox, preventing them from selecting it to play. Island: IL Real Life City :cityscape: RP ISRAEL, creator kka_maps, code 2548-5349-4659. Please investigate search indexing and availability for Xbox accounts. This is a player-reported issue, not yet independently reproduced on Xbox.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Other

Steps to Reproduce

Reported flow (not yet independently reproduced):

  1. Open Fortnite on Xbox.
  2. Open the island search screen.
  3. Search for our RP Israel island.
  4. Affected players report that the island is not found.
    The exact search string is not yet available. Please compare searches for the full title, creator kka_maps, and direct island code 2548-5349-4659. Direct-code failure has NOT yet been confirmed.

Expected Result

Eligible Xbox accounts should be able to find and select the published island using its exact island code. Please verify title/creator search indexing and whether any platform, region or rating eligibility filter is affecting this island.

Observed Result

Multiple community reports say the island cannot be found in search on Xbox. We do not yet have a screenshot or exact error. We are not asserting that all Xbox users are affected, that matchmaking fails after selecting the island, or that this is a confirmed crash.

Platform(s)

Xbox — exact console model not yet reported

Island Code

2548-5349-4659

Additional Notes

Creator Portal was checked on 25 October 2026: the island is Listed with published release 267 dated 23 October 2026. Local project checks found no explicit Xbox-only exclusion; minimum players is 1 and maximum players is 24. These checks do not establish backend eligibility. Exact affected-account region, age/parental-control settings, console model and search query remain unknown. Please check Xbox search visibility/indexing and any eligibility restriction, and advise which affected-player diagnostic details are needed. This is an investigation request, not a request for promotional placement in Discover.

Did the project owner possibly receive any emails, sometimes its communicated when an island is disabled on specific platforms, (usually for crash related reasons)

Also in case you didn’t know switch players also can’t access your project

As @Mineblo mentioned, you should have received an email back in September letting you know your island was being disabled on Switch, Xbox One, and XSX, and what you needed to do to have it re-enabled.

Here is the information to get it fixed. Ping me here once you have made the updates. This link should also be helpful: Textures Best Practices in Fortnite | Fortnite Documentation | Epic Developer Community

The problem is textures. This island version (v1604) carries an estimated ~415MB of top-mip texture memory, and ~324MB of that can't stream. Most of it is UI art that was imported uncompressed. The platform pattern fits: Switch 76%, XB1 43%, XSX 39% (probably Series S), PS4 18%, PC 0%. A fixed footprint that overshoots the smaller consoles' memory budgets looks like that; a leak would hit every platform.

  These numbers come from each texture's saved settings (size, format, mips), not a cook. Treat them as order-of-magnitude; the true per-platform size will differ somewhat.

  Suggestions: 

  1. Try to refrain from importing UI images as "UserInterface2D". 366 of 474 textures use that compression setting (TC_EditorIcon). It cooks to uncompressed BGRA8 on every platform, which is 4 bytes per pixel instead of about 1. Switching them to Default compression (BC7/ASTC) cuts the ~415MB to about 130MB without touching any art. This one change is worth more than everything else combined.

  2. Four giant shop textures: ~140MB alone. tycoonShop/order1/shopPage1-4 are each 4002×2208 BGRA8, used by a widget called OrderShopUIAllForTest. Despite the name, live code opens it (easierUI.verse:907 and :1005). They have odd dimensions and no mips, so their LODBias of 2 does nothing and each stays fully resident at ~35MB. Resize them to screen size (≤1920 wide, or ~1024 if it's a panel) and compress them. Verse references widgets directly, so the older OrderNewShopUI stays loaded too, holding shop_BG_Img and the M_TextColor5/6 backgrounds. If only one shop is live, remove the other from Verse.

  3. "Stretch to power of two" is inflating images. Five images around 3974×1093 get stretched to 4096×2048, nearly doubling their pixels (~11MB each). They are Group_264/265, Groud32d6, Group3D2D27 and shop_BG_Img. Crop or resize the source images instead.

  4. UI textures are set up as world textures. 461 of 474 are in the World texture group. 362 have no mips, and most have odd dimensions like 600×533 or 655×655. Either one means the texture can't stream, so it's always fully loaded. Put UI images in the UI group, size them to how big they actually show on screen, and let mips generate for anything used in the 3D world.

  5. 222 visual-effect power-up devices, one per player title. Each has its own Niagara system and its own BGRA8 texture: 218 systems and 196 uncompressed textures under vfxs/, about 46MB of textures. All 222 devices sit in the level, so all of them are always loaded. One shared Niagara system with a texture parameter would collapse this. Failing that, compress and downscale the textures, which are mostly 600px background-removed images.

  6. Very high device and prop count. The level has 9,430 actors, including 1,814 devices.