Hi,
Recently, I reached the maximum number of UObjects in my project which crashed my Fortnite session almost all the time I pushed UEFN changes. I got this in the crash report:
Maximum number of UObjects (2162688) exceeded when trying to add 1 object(s)
I fixed the issue somehow by trying to reduce my code complexity here and there, which led me to a point where the crash totally disappeared. On top of crashes disappearing, reducing the number of UObjects has also reduced the lag in my UEFN project and the time necessary to push changes.
I would like to go further in term of optimization but I cannot find the per instance type “number of UObject” information like I had in the crash report, one example is this:
[2025.10.19-12.22.47:321][234]LogUObjectArray: Display: 426 instances of /CreativeCoreDevices/_Verse.conditional_button_device
In the crash report I could see which devices had way too much instances than I expected which led me to fix the logic.
I tried to log the number of UObject using these logs filter in the OutputLog:
- LogUObjectArray
- LogUObjectGlobal
- LogUObjectHash
- LogGarbage
The most promessing is the LogGarbage which is showing this:
LogGarbage: GC purged 0 objects (603065 -> 603065) in 0.000ms
In this log, that could very much be the current number of UObjects but I’m not sure at 100%. Except for this, I couldn’t find granular per instance type information about the UObjects like in the crash report, this is what I’m looking for.
Thanks!