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Root cause was the Editor/UFE framerate dropping too low when there was a lot of stat data arriving. This meant the keep-alive Ping request from the game could not be acknowledged fast enough to avoid the 5s disconnection timeout. - decompress incoming stat messages via a task pipe to avoid saturating all cores. - only process a few stat messages per frame. - reduce the timeslice for stat aggregation during live data preview. However, if bandwidth is saturated (typically by a very large amount of log spam being sent to the Session Frontend too) then the connection can still be lost. Note: It's recommended to use Unreal Insights instead of the Session Profiler for UE5. #jira UE-174072 #rb Ionut.Matasaru, Francis.Hurteau #rnx #preflight 63ca5570894b640314806628 [CL 23787313 by David Harvey in ue5-main branch]