Epic Server Queue

0 views
Skip to first unread message

Rynn Bronaugh

unread,
Aug 5, 2024, 10:01:00 AM8/5/24
to rivisosa
Howwould I make a server queue system? Like you press a button and it searches for servers, as seen in other games such as dead by daylight, fortnite, etc. It seems that nobody is clear on how to do this and only matchmaking (host creates a lobby, invites players)

Invite system could work similiar like this (if you want your own invite system). Client will send invite, it will be stored into database, and friend who is invited will get notification about it (and it can work in real-time without polling). Client who sent invite is basically host (not sure about this, but I think it will work just fine). So when all invited players join the lobby and host press Play button, he will send information via websockets about all players (so server will know about team players) and return them all the same IP : port. Of course there are many more checks/validations that have to be done to make this work properly. This is just basic example.


I am currently facing some difficulties using the OnlineBeacons, which are very sparsely documented.

I am in the process of building a login queue for our unreal server as the server doesnt seem to handle multiple simultaneous login attempts very well. The server rejects (without any ErrorMessage) any login attempts past the first two.


If so, is there a limit as to how many simulteanous connections a single server can handle via the Beacons? And can i prevent/reject the connection of new Beacons/Clients if there are no BeaconHostObjects available?


The Beacon Client only has a Start Method wich initializes the Beacon via InitClient(url) using the URL to the server (currently im testing on lokalhost) and the port i configured in the DefaulEngine.ini.

The rest of the Beacon Client are just RPC for when the beacon is actually connected.


On the HostObject i override SpawnBeaconActor but for now just call Super::SpawnBeaconActor in it with my custom Beacon Client. *OnClientConnected is also override but i also call the Super function with some additional stuff to let the ClientBeacon know that its now connected and can start sending RPCs. In the constructor of the HostObject i set the ClientBeaconActorClass *and BeaconTypeName to match my BeaconClient.


Fortnite, the immensely popular battle royale game, has captivated millions of players worldwide. However, with its massive player base comes the occasional server strain, resulting in the dreaded "Waiting in Queue" error. This frustrating issue often greets players when they attempt to log in, especially during peak hours or after significant updates like the recent v29.00 patch. In this article, we'll explore what causes the Fortnite Waiting in Queue error and provide some tips on how to fix it.


The Waiting in Queue error in Fortnite typically occurs when there is an overwhelming number of players trying to access the game simultaneously. This surge in traffic can cause matchmaking servers to become bottlenecked, resulting in extended queue times. The issue is particularly common during major updates, holidays, and weekends when player activity is at its highest.


Another factor contributing to the Waiting in Queue error is the release of highly anticipated updates, such as the v29.00 patch that went live yesterday. Eager fans may attempt to log in hours before the update, further straining the servers or maybe there is a server-side issue from Epic Games.


The recent v29.00 update, which introduced Chapter 5 Season 2: Myths & Mortals, has likely contributed to the increased occurrence of the Waiting in Queue error. Major updates like this often attract a surge of players eager to experience the new content, putting additional strain on the servers.


If you've been encountering the Waiting in Queue error more frequently since the v29.00 update, rest assured that you're not alone. As the initial hype surrounding the new season settles down, queue times should gradually improve.


The Fortnite Waiting in Queue error can be a frustrating obstacle for players looking to jump into the action. However, by understanding the causes behind the error and implementing some simple tips, you can minimize your waiting time and get back to battling it out on the island.


Remember to avoid peak hours, stay logged in when possible, keep your game updated, and exercise patience when necessary. With a little persistence and the excitement of new content like the v29.00 update, you'll be back in the game and experiencing all that Fortnite has to offer in no time.


On the Epic side we have 10 print servers that have individual print queues for each tray a printer may have. Each of the tray have different settings depending on the type of paper or form being printed from that tray. We often have to check the settings of each tray on a printer drilling down:


Also when we roll out a new Epic printer we have to configure all of the above settings for each queue so a 4 tray printer requires us to configure 40 queues. We do have a tool that automates the basic creation of the queues on each server but we still have to manually configure the settings for each queue in each of the 3 locations listed above.


Does anyone know of any way to at least list the configuration details for each queue if not have a way to configure them via PowerShell? I checked the PowerShell gallery but I am not finding anything useful.


Fortnite servers are down as Epic Games prepares the next chapter in the popular franchise, and aren't expected to return until this afternoon after the company has encountered some issues with the update.


Fortnite servers were still undergoing scheduled maintenance for the version 29.00 update as of 10 a.m. EST Friday. DownDetector had a peak of 1,259 reports of Fortnite outages at 9 a.m. The upgrade was expected to be complete by 4 p.m. EST, according to the status page.


It's common when a new season launches or a bit event is scheduled for users to wait in a queue to login. It happens when the servers are overwhelmed by an overload of players trying to log in at once, according to Gameleap


Fortnite averaged about 230 million monthly users between January and February 2024, according to Gameleap. The game had its biggest single day in November, according to Fortune, with 44.7 million players in one day.


It is because an OCE player took the wueue first. Random bgs dont have a leader to queue up unlike arena and rbgs. For this reason the server of the person who gets in first becomes the host of the game. For frostmourne this would be sydney or tichondrius it would be LA.


Because of this digital trip down memory lane, lapsed fans and devoted diehards have flooded developer Epic Games' servers, so much so that the game hit a new peak player count for one day, reaching over 44 million gamers in a single day (via Epic).


Thanks to increased server loads because of the recent Fortnite OG launch, gamers trying to boot up the title have been consistently greeted by queue messages on the title's initial loading screen.


Seeing as Fortnite Season 4 Chapter 5 has brought back so many former players as well as activated the engrained community to continue to play, the Epic Games servers can reach capacity, resulting in a queue bottling up players until there is room to allow more in.


Other causes of the "Waiting in Queue" loading message can be trying to boot the game during scheduled maintenance (which can take place before a major update) or a low internet connection causing a timeout after multiple attempts to ping the Epic Games servers.


Sadly, there are no surefire fixes to work around the Fortnite waiting times, but there are a few strategies to employ that may alleviate some of the pain or make the wait a little bit shorter.


The best way to avoid these long wait times is to play the game outside of peak hours. Typically, most people play Fortnite on weekday afternoons and weekend mornings. Working around that is best to get into the action as soon as possible.


Also, when playing, avoid quitting or closing the Fortnite client. This ensures gamers will keep their place on the Fortnite servers and another wait will not be needed if they try to log back on.


Just be wary of staying logged in, as inactivity on a console or PC can eventually shut the device down or put it into sleep mode. These sorts of power-saving safety measures can be changed in the device's settings.


When it comes to avoiding a queue because of scheduled maintenance, the best thing one can do is keep the Fortnite client as up-to-date as possible. Installing updates as they release will ensure there is no sitting around for a download to complete before hitting start.


If everything is up to date and it is outside of peak hours, another spot to check is @FortniteStatus on X (formerly Twitter). This account constantly checks the status of Fortnite's online services and easily explains why the game might be down for any given reason.


Client-side printing

Client-side printing is where the generated print jobs get redirected to local direct print queues without going through the Epic servers. Reports and ad-hoc documents that physicians often print or print jobs from nurse stations are some of the most common examples of client-side printing.


Even though client-side printing has the advantage of not having to send print jobs to the print servers (an important factor to consider if the Epic print servers are remotely located), it introduces a considerable overhead to the print queue management. Each workstation and the remote host needs to have the print queues set up. Managing these print queues (updating to the latest driver for example) will generate substantial support load for the IT department. See how PaperCut Print Deploy can help.


Server-side printing

Server-side printing handles the majority of print jobs that get generated from an Epic EMR. After collecting print jobs from the Epic Application server and rendering it to a print-ready document, the EPS then prints them to print queues set up in the EPS. These print queues can either be predefined or selected at the time of printing.

3a8082e126
Reply all
Reply to author
Forward
0 new messages