Memory Usage Bug

Summary

When I push changes in UEFN it adds data to the project that I cannot undo

I’m left scrambling figuring out what to delete even though it was under limit a second ago or keep closing and opening the project until the program decides its under limit even though I have not changed anything. To work around this instead of “Push changes”, I exit to menu in fortnite and re-“launch session” in UEFN.

Its the worst when I delete stuff to reach under memory usage limit but then have to push changes, so im forced to exit the “session” and re - "launch session and the map adds ranging from 15 - 3,000 mb after I delete stuff. So now I just open and close the program until it decides to open the session under limit.

Sometimes this can take days and another problem that comes and goes showed up after 3 days of opening and closing this program: After finally calculating under memory budget I upload the private version of the map multiple times and it doesn’t show up in the creator portal.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Memory

Steps to Reproduce

Exit and Launch the “session” and it gives me a different memory calculation each time, and when you push changes it adds memory to the calculation even if you do not add anything

Expected Result

What I’ve been calling “dead memory” is getting added to the map, it cant be deleted because it has showed up even though I haven’t added anything

Observed Result

Memory gets added to the map even though I don’t add anything, even when I delete objects and have to push changes it adds memory. Even closing and opening the program acts volatile jumping and decreasing thousands of mb’s even though the objects im adding are only 15, 20 sometimes 100 mb’s.

Platform(s)

windows

Island Code

3674-4700-8340

Additional Notes

After 3 days of trying to re-open and closing my map for it to show under limit it finally worked but now there is a new issue. I calculated the memory under limit and uploaded a private version but the version I’m uploading is not showing in the creator portal. This is driving me insane i’m just trying to release a update and move on to a different map I’m working on.

hi @Butt3rboiii

The problem may be the same as in this post

Can’t Launch Memory Calculation… - General / Issues and Bug Reporting - Epic Developer Community Forums (unrealengine.com)

In the future textures will need to be Power of 2

Power Of 2 Does not work - General / Issues and Bug Reporting - Epic Developer Community Forums (unrealengine.com)

HLOD will work better with Power of 2 saving memory

FAILED TO BUILD HLODS - Development / Rendering - Epic Developer Community Forums (unrealengine.com)

Quote from Resizing Textures
The example of the WRONG way

For example, a 4000x4000 texture with no alpha layer would
require 64 megabytes of memory. This would have to be loaded at once and will still display at 4000x4000 even if it was causing aliasing on a small billboard, far away from the player. Texture sizes that are too large can crash devices that do not have enough memory.

The RIGHT way saving of 8 times in memory

By contrast, a 4096x4096 version of a texture that uses Default compression will consume only 8 megabytes, stream progressively, and produce less aliasing at a distance. Texture sizes that are too large will also increase its package size but will not cause the gameplay to crash.

1 Like

UPDATE: The calculation came in under budget randomly just before I was about to do a massive deleting spree, I didn’t end up deleting anything & showed up in creator portal. :man_shrugging:

The problem may be the same as in this post
Can’t Launch Memory Calculation… - General / Issues and Bug Reporting - Epic Developer Community Forums (unrealengine.com)

My issue with the memory calculation is a weird one and it comes and goes.

My memory calculation would run, when complete the memory calculation was under limit but would not show up in creator portal at all.

Even when I restart my computer, same thing. I would just shut it down at that point and come back the next day, then it works perfectly.

I never heard of this i’ll have to look into it. Thanks for the info!