# 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:** 1\
**Showing post:** 2

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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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_[View the full topic](https://forums.unrealengine.com/t/memory-usage-bug/2030247)._
