We are developing our first map using UEFN. We are working on improving the already famous Red vs Blue map, and after completing the first project, we plan to create two new maps based on the two existing maps. After that, we plan to develop more diverse maps based on what we have learned.
I have some questions during the development.
I created a map using translucent materials, and I am wondering if it uses more memory than opaque materials in-game.
I would like to know the average memory usage of the Red vs Blue map or all weapon maps.
I can tell you that in my RVB it goes from 68K when you first open the editor then after running a live session it goes to 98K memory. But I also have kill streaks, guidable predator missile, a full weapon loadout UI with a preset editor and a bunch of other stuff. Stripped of all UIs and custom meshes, so basically just all weapons and the obstacle pieces you are looking at anywhere from about 50-70k with no spatial loading. If you can get all weapons and all the obstacle pieces for less though let me know how ;). You can probably combine a lot of repetitive pieces into one mesh since for example every obstacle course piece after the first piece placed is about 4 memory so if you had to make big walls and combined them into like a 6x6 then your 6x6 of floor pieces for example uses 4 memory vs 24 memory. A few hundred pieces at 4+ memory a piece starts adding up really really fast o.0.