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UEFN doesnt scale for large projects

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  1. It takes 2 hours to memory calculate a large project (introduced 4 updates back, used to be 10 times faster - use switch to see the slowest version of mem calc)
    Action: Fix mem calculation time to be as fast as it was before

  2. First time submissions into moderation get deleted after failing (which is the most common as moderation always finds something you have to change initially, later updates are more chill), meaning you lose all the info that was posted on it AND the mem calculated version that took 2 hours to make
    Action: Based on what failed, the form remembers your submission + submitted map, even if it failed first try. That way you can edit that one field and resubmit without redoing everything.

  3. Upon having HLODs, you have to often upload 200-500 MB when opening live edit, even when no changes are made
    HLODs will not get rebuilt unless the user requests it, or publishes a code with unbuilt HLODs. There is a clear message that indicates that info to the user.

  4. Selecting a verse device that has connections to other verse script and/or complex arrays, may take up to 1 minute to unfreeze UEFN.
    Action: Optionals and indexes don’t play well (?) and cause stalling

  5. Loading live edit takes 15-20 mins due to HLODs loading every time
    Action: see 3)

  6. Game lags immensely once live edit loads and you have to wait around 5 mins extra
    Action: Research into what causes the stalling. Since it goes away after a while, it can be tracked easier, its also 100% repro on large projects. Looks like this: https://twitter.com/MaxleonoYT/status/1762068893588169095

  7. Any landscape change will not show in live edit and will require another 15-20 mins of loading
    Action: Landscape actions to update in live edit

  8. Verse devices and normal devices (like trackers or lock device) randomly stop working for players joining in progress
    Action: Fix all bugs with verse/devices when joining in progress

  9. We can only ask for clarification on moderation during noon NAE hours, rest of the time we get ignored. Sometimes even those hours we get ignored too.
    Action: Have DevRev teams per region, also have off-hour shifts for creator contact emergencies.

  10. There is no clear ruleset what moderation allows or not. Its always a hit or miss with submissions, and having to do the above process everytime is simply too much. There are times where moderation has turned down a submission for use of a common looking emoji, like :moneybag:.
    Action: List of not-allowed words, emotes, and image elements for thumbnails and projects. Anything not in that list cannot be denied by moderation unless there is an amend that is pushed to the list (with a period of grace so the list gets built inclusively).

  11. Moderation still doesn’t tell you the cause of rejection, which would speed up the process
    Action: Clear messaging in the creator portal, on rejection, on what element failed the submission. Based on the messaging, fixing that element should remove it. Ability to appeal if the FN ruleset is not followed.

and most of all…
12) We can only have one level in our game, and everytime device globally scales the memory of it. Want to polish the game? Remove content. Want to add a cutscene? Remove content. Want to make a QOL for players, same thing.
Action: Ability for our games to have multiple levels that we can load using verse and devices. Ability to define instanced versions of levels, or server-persistent ones.

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