Summary
Memory calculation stops
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Memory
Steps to Reproduce
(1) Start a session
(2) Endgame
(3) Start memory calculation
Expected Result
The memory calculation is completed and the public release application can be submitted.
Observed Result
Memory calculation stops at 0% and does not complete.
Platform(s)
windows
Island Code
2833-3367-8560
Additional Notes
On November 7th, the memory calculation was completed. Since then, I have tried many times.
I’m having trouble calculating memory for 17 days.
November 7 was completed after changing the platform preview and doing the memory calculations.
In the HOLD build version and the HOLD delete version, I think that the probability of completing the memory calculation is higher if the HOLD is deleted.
I feel that the reason is that it is more standard not to hold bulls.
If the probability of memory calculation is higher if you build HOLD than if you do not calculate HOLD,
I would also like to know why.
I also feel that the memory calculation works when there are few people playing.
The net speed at the time of playing and entering is almost fixed at 0.1M,
When there are few people playing, it can be 0.2M or 1M.
It is only 0.2M and it is doubled. If it becomes 1M, it is 10 times.
I would like to know if you have any restrictions when there are many people playing on the server side.
I’ve formed a few opinions…
HLODs need to be rebuilt at least after each update if nothing has changed,
HLODs need to be rebuilt before launching if anything has changed.
HLODs and live editing seem problematic, because the changes in a live edit session may not be up to speed with an editors HLOD build, requiring Fortnite to be shutdown after live edit, then build HLODs and relaunched to initiate the memory test
Full servers affect launching, the kicked back to lobby requires fortnite to be shut down and try to launch again, until it works. So it probably would affect memory calculation.
Some deleted or modified content, usually custom, gets stuck in the HLOD, the Delete HLODs from the build menu does not remove the bad references, but deleting the HLOD layer from Content Browser does, which from trial and error requires specific steps as follows… I got a build HLOD failed today so I did this, then was able to build HLODs, do memory calc and publish an update. I’m up to HLOD layer 17, sometimes I can build them, sometimes I can’t…theres something in my map that causes it to fail build HLODs if I modify it. There’s no real custom content, just 6 modified instances of a fortnite material, and texture data assets from 3 of those.
This is how I replace HLOD Layer (pasted from a text file)
- Close Fortnite Edit/Play Mode
- Check-in Changes and make a snapshot with URC
- Make a new HLOD Layer in Content Browser - Right Click>World>HLOD Layer
- Delete existing HLOD Layer - Replace References to the new one -
- DON’T Save When it asks, otherwise it will possibly keep the bad references in there
- Double Click on Level Thumbnail
- Now you can Save if prompted.
- Then do a Build Landscape - ignore Yellow Warnings - use drop the down filter to deselect them - deal with Red Errors
- Double Click your Level Thumbnail again, Save if prompted
- Build HLODs
- Try to launch session