Pre-placed Scene Graph entities with components consume INSANE island memory

Summary

Since a while now, if your project have and use a significant amount of custom assets (Project Size and Digest) The 1st pre-placed entity with a custom component can take up an INSANE amount of island memory.

For example on this project: If we pre-place an entity with a custom component, island memory goes from 50k to ~150k? (+100K INCREASE). It should never take this much and it makes us unable to use Scene Graph properly.


Also, can be related or not,
It seems crashes are happening more often since I added a pre-placed entity in the project. (e.g. Start Game after a push changes, or simply afk-ing after ending the game.)

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Memory Calculation

Steps to Reproduce

  • Have a project with a significant amount of custom assets
  • Pre-place an entity
  • Add a custom Verse component to it
  • Launch session and check memory

Expected Result

The entity consumes a normal amount of island memory

Observed Result

The entity consumes a way above normal amount of island memory

Platform(s)

PC

Island Code

4838-7147-7903

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Additional Notes

By reducing and simplifying the amount of assets in the Content Drawer (-> Reduced Digest and Project Size), now the pre-placed entity “only” do a +50k increase in memory in the concerned project.

Little update about it,

The memory reduced drastically when we moved materials we didn’t needed reflection somewhere else, memory reduced to 78k, and digest got rid of +73k lines. We need a way to filter which folders are reflected and which are not, please!!

Also, it seems the crash seemed to actually happen from an entity prefab using a custom niagara (maybe corrupted, idk?).

FORT-1124881 has been added to our ‘To Do’ list. Someone’s been assigned this task.