I found this update, but when you place a device and then place another, the memory cost would be different now. This didn’t use to happen, cost was always the same. This adds an extra layer of confusion and difficulty when optimizing maps for memory.
And when you add a custom mesh to the button, the range goes a lot bigger, from 100+ to 12, so its impossible to know what is happening and how to optimize.
Steps to Reproduce
Place a button device in live edit
Note memory
Place another
Note memory
Delete the second one and place it again on the same spot
Expected Result
Memory should be the same (after 4 times of doing the repro)
Observed Result
memory changes everytime you place the second button, with around 3-4 different values
Hey @Wertandrew , thanks for the report. You mentioned this is in Live Edit? Have you seen this in Creative (non-UEFN) at all? (Do you even work in FNC any more or are you fully UEFN now? This helps us determine where to focus while investigating the issue)
Just did some tests. In creative it works perfectly, only UEFN Live edit has the issues. Also UEFN live edit is missing the following (that exist in Creative):
-Instance cost UI next to cursor
-Ability to build beyond 100k
-Memory minimap and overview map heatmap (if you press T)
-Both modes have the bugged memory view based on the camera center (should be based on player location instead)
Oh also forgot the red line that shows the maximum memory cluster in Creative. Maybe not what you asked but we also need that desperately in UEFN Live edit.