Ever since I started my first UEFN map around a month ago, memory has been a huge problem for me. Yes, it is a very large and ambitious map, but the problems I’m running into don’t seem to be because of this. I’m not really sure how to explain it but I am desperate for help as I am so close to having this map published, so bear with me.
It’s essentially an XL island designed as a summer camp with 10 cabins and around 15 POI’s. The game starts as a 10-team deathmatch and switches to solo FFA around half eliminations in. No verse, all mechanics are done from devices. I did this to force myself to understand how all of the devices work before jumping into verse. I have streaming on, no HLODs built, and spent the past week or so optimizing everything to be under 100k since it’s pretty much ready for playtesting.
The initial spawn location where players choose their team is located off the island, far enough away to not add to the memory of any part of the island. In a normal situation, the initial spawn location is around 97k. When I start flying to the island, before the island actors spawn in but after the initial spawn actors despawned, it drops to around 81k, it being that high because of all the devices on the island. And at the island itself, it is also under 100k in all places. Albeit just barely.
But now, the initial spawn location is still 97k, but the space in between (that was 81k) is now 95k. And the island itself is up to 106-115k in most places.
So, the two weird things that don’t make sense with what I know about how memory works are:
- The base memory went from 81k-95k for what seems like no reason. No devices were added, or any object for that matter. The only change I know for certain I did was unchecking “Include Actor in HLOD” for all actors on the map, it was right after this that the memory increased.
- Even if the base memory increased, why would the initial spawn area still be 97k, the same as it was when everything was normal? It should also be around 110k if it truly is a base memory increase.
Here are some of the things I have tried:
- Rebuilding and deleting HLODs
- Deleting all devices
- Deleting PostProcess volumes
- Deleting custom assets (audio, graphics)
All of them lowered the memory, yes, but they did not get the map to where it was before. Before this all started going down, my map was pretty much exactly the same, and the memory usage was fine. This increase didn’t happen as a result of adding too many devices, which is why it has me so confused.
I was planning on submitting this for the summer map contest for Season 3, but more importantly I think people will really like the map and I’d be really bummed if it isn’t able to be published to be given the shot. If anyone knows why this is happening, I will be incredibly grateful.