# Memory Usage Bug

**URL:** <https://forums.unrealengine.com/t/memory-usage-bug/2030247>\
**Category:** Issues and Bug Reporting\
**Tags:** fortnite-creative, unreal-editor-for-fortnite, bug-report, editor, fortnite\
**Created:** [September 20, 2024, 7:16pm UTC](https://forums.unrealengine.com/t/memory-usage-bug/2030247 "2024-09-20T19:16:08Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Butt3rboiii](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/butt3rboiii/32/903110_2.png) [@Butt3rboiii](https://forums.unrealengine.com/u/Butt3rboiii)\
**Post date:** [September 20, 2024, 7:16pm UTC](https://forums.unrealengine.com/t/memory-usage-bug/2030247/1 "2024-09-20T19:16:08Z")

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### 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.

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**Author:** ![Jimbohalo10](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jimbohalo10/32/961440_2.png) [@Jimbohalo10](https://forums.unrealengine.com/u/Jimbohalo10)\
**Post date:** [September 21, 2024, 3:05am UTC](https://forums.unrealengine.com/t/memory-usage-bug/2030247/2 "2024-09-21T03:05:11Z")

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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)](https://forums.unrealengine.com/t/cant-launch-memory-calculation/2024584/4)

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)](https://forums.unrealengine.com/t/power-of-2-does-not-work/2024339/4)

HLOD will work better with Power of 2 saving memory

[FAILED TO BUILD HLODS - Development / Rendering - Epic Developer Community Forums (unrealengine.com)](https://forums.unrealengine.com/t/failed-to-build-hlods/2025451/5)

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](https://dev.epicgames.com/documentation/en-us/uefn/unreal-editor-for-fortnite-glossary#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.

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<div class="post-metadata">

**Author:** ![Butt3rboiii](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/butt3rboiii/32/903110_2.png) [@Butt3rboiii](https://forums.unrealengine.com/u/Butt3rboiii)\
**Post date:** [September 24, 2024, 5:12pm UTC](https://forums.unrealengine.com/t/memory-usage-bug/2030247/3 "2024-09-24T17:12:30Z")

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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. 🤷‍♂️

> 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)](https://forums.unrealengine.com/t/cant-launch-memory-calculation/2024584/4)

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.

> [@Jimbohalo10](#):
>
> 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)](https://forums.unrealengine.com/t/power-of-2-does-not-work/2024339/4)
> 
> HLOD will work better with Power of 2 saving memory
> 
> [FAILED TO BUILD HLODS - Development / Rendering - Epic Developer Community Forums (unrealengine.com)](https://forums.unrealengine.com/t/failed-to-build-hlods/2025451/5)

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