Massive bug in Epic Games Launcher VRAM Usage

Welcome too.

I am having this same behavior. I have a decently sized FAB Library of Assets and when I launch the Epic Games Launcher - My VRAM Spikes to around 2-3gb in use. Even when the FAB Library syncs all the assets it still does not release the VRAM. This usage issue is still happening as I just built this new PC.

Welcome to post.

Really surprised, that there hasn’t been a bigger buzz or a real solution yet, considering that the launcher reaches a mad insane 8-10gb of VRAM on my end( I’d assume that people with larger Vault Caches could be facing potentially more than 16gb of VRAM), meaning that I can’t really use the launcher on my notebook anymore, which only has 6gb of VRAM, while it leaves me with just 2gb of free VRAM on my PC with an RTX4070 with 12gb of VRAM.

And there also isn’t any real solution besides not opening the Unreal Engine tab and maybe not opening FAB tab either, which makes working with the Engine more difficult.

I’m on Windows 11 on both devices, and my Vault Cache is also very large.

@gjohn167 Any news?

Hello Everyone,

Thank you to everyone who has provided me with DxDiags, reports of this issue, screenshots, and other information. I greatly appreciate your patience and passion for this issue!

I have been updating the Launcher team about this thread since December 2024, and will continue to do so until a resolution is found. Please note that this is generally outside my scope of support; however, I’m doing everything possible to ensure that the right people are aware of this issue so that a fix can be found as soon as possible.

I will continue to update this thread when I have more information. I expect to have an update for you soon, so look forward to hearing back from me!

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Epic you are so funny. This problem has been around for several years and was described above. For those who have a large library of Fab(since UE Marketpace) assets, when launched, the launcher apparently loads something into VRAM, perhaps images of assets; on my 8GB video card it loads 7.3GB, as soon as I close the launcher I have the original 600MB again. I also tested it on a video card with 2GB VRAM, in the same case a large amount is loaded into RAM.
I hope the geniuses of the launcher developers are in no way connected with the UE5 development team, although they know the requirements of UE5 :neutral_face: Ask the Steam team, or at least Ubisoft, EA to record a training course for you on how to make a normal launcher :slight_smile:. Considering how old the problem is, maybe you think that those using UE5 should not play games in their Epic library.

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Still does it one year later btw. Seems to be related to my ever growing FAB library. The more I scroll into it, the more gpu memory it consumes.

Screenshot 2026-02-09 161243

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Hello,

Thank you for letting me know! I will continue to flag this with my resources and advocate for its prioritization. We are aware that this has been an ongoing issue for an extended period of time, so I’m very grateful for your patience as we continue to investigate.

For any newcomers to this thread, please continue to let us know how this impacts you. I will continually advocate for a swift resolution.

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Besides using UE5, I also have games and keep the app closed to save VRAM.

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Hi @gjohn167 , today, after working massively with an Unreal project, I noticed the Epic Launcher (!?) was eating more than 9GB of VRAM (yes, VRAM). Of course, I ensured to have fully closed any Unreal Editor instance or anything. Just the Launcher was taking that huge amount.

it’s getting worse.

Yesterday I saw 12Gb. Somehow, the Launcher is related to Unreal Engine and accumulating it’s garbage or temporal files.

Seems a good habit to fully close the launcher when using the engine.

It was supposed to be related to the Vault assets, but there’s really no solution to the problem. I think if you uninstall the engine completely, it would still be the same.

is there any updates on this? With the impending State of Unreal within the next few hours, I’m hesitant to use the launcher, just to download or access Unreal Engine updates.( let alone the other issue involving reporting available Vault Cache Updates regardless of updates, which may be a related issue?)

I can confirm this issue even applies on new installs, whether it is on Mac OS( only tested on Apple Silicon), or on Windows, even before Unreal Engine is installed, or any assets are downloaded.

Edit:

So apparently there is going to be a new Launcher that may not be based on Unreal Engine. Fingers crossed, it will get rid of the high VRAM Usage at once.

This problem is here to stay, Epic cannot fix it nor do they have any intentions of fixing it. This is also only a problem for people who have huge libraries, the wrapper hogs vram for every asset displayed. Our frustration is in their favor, in FAB’s favor. In the future, if you make something with Unreal Engine, it’s automatically “added to the Fortnite ecosystem”, which means everyone who continues to use Unreal Engine is effectively building “Fortnite First, Metaverse First” gamees. With Unreal Engine 6, the “Unreal Engine Marketplace” will be entirely removed, which means there is a definitive date and time when we need to switch to alternatives for asset management. Personally, I have a junker file where I download stuff using the fab plugin, and then I modify them to be regular assets before migrating to my actual project. We all got Unreal Engine for free and right now it’s quite obvious why it was free. Tim is reigning in his army of dev’s he got by giving the engine away from free, and little by little cutting off your ability to make anything other than Fortnite.

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My library keeps getting bigger and VRAM is almost 5gb.