Haven’t really been able to chase down a reason that this happens, but it seems to be related with the number of entities being continuously spawned and de spawned. The game is running perfectly smooth up until the crash, and the fortnite client itself is what crashes, the session seems to remain alive, although I cannot relaunch it without it finally dying.
Please select what you are reporting on:
Verse
What Type of Bug are you experiencing?
Stability
Steps to Reproduce
Every few seconds, spawn entities using a buffered for loop that does not cause the server to hang or stall, then eventually remove them. Continuously do this, after awhile, the client will crash.
Expected Result
The client nor server should never experience stability issues due to ongoing spawning and removal of entities, if it is handled in an efficient manner.
Observed Result
Client will crash, even if entities are managed in an effective way.
This seems to be a client specific crash. Testing on two devices in the same session at once, and only one of them will crash at a time, the server seems to remain completely health and continues to run.
[2025.11.05-20.48.36:403][825]LogUObjectArray: Display: 2162688 total UObjects (28784 classes) [2025.11.05-20.48.36:403][825]LogWindows: Error: appError called: Fatal error: [File:Unknown] [Line: 0] Maximum number of UObjects (2162688) exceeded when trying to add 1 object(s), make sure you update MaxObjectsInGame/MaxObjectsInEditor/MaxObjectsInProgram in project settings.
I believe this is the specific culprit for the crash I am having. Im not sure how, but it seems like excessive subscribable event and concurrency tasks are lingering. Ive added code to ensure all loops and cancelables are killed onEndSimulate for my entities, yet somehow it seems to runaway
Other weird things stand out to me. Like why are there 12000 sound node instances and 17000 sound wave player instances, why are there 13000 instances of individual ui elements, etc. I only have 4 audio devices in my game. They do play every time one of the entities is removed specifically by a player interaction, so it makes sense that it played 17000 times. But should it really count as the total uobjects that can spawn in the lifetime of a server? This just doesnt make sense to me.
Hi can some clarification be provided on the status of this report? Its been jumping all over the place seemingly randomly, not really sure whats going on? Was marked “in progress our team is actively working on it” before the weekend, then got unassigned, and now moved back to “To-do” list? Was this de prioritized? Was this reassigned to a different engineer? What happened?
Same thing occurred on this duplicate issue Severe Performance Degradation When Adding/Removing Prefab Entities After UEFN V38.0 Update, it was closed and this post was marked as the origin report, but now its been reopened and also put on someones todo list? Was it determined that these are two separate issues, and the other should be reopened? A little transparency and organization would go a long way and be very appreciated so I can plan my next month or two of work accordingly. Thank you.
All of a sudden today the client crashes have stopped happening. I’ve been testing this multiple times a day since ive reported it. So whoever is working on this issue, seems to be making progress with whatever it is they are changing. Ive never been able to play my game long enough to run out of memory itself, previously the fatal uobject crash was happening.
Now that the individual client crash is resolved, there is still an issue with the server seemingly. I previously have never been able to get a detailed error message such as the following to appear… but it does now with w/e recent changes engineering has made.
UObjects on the individual client seems to hold steady now, and relatively gets cleaned up on individual clients as entities spawn and despawn (atleast based on my analysis of spatial profiler) It still seems to slowly increase, which is probably an issue. But it seems the server continues to runaway, or never clean up stale uobjects.
Yeah unfortunately they still seem to increase and increase as more entities get spawned and despawned, and never get cleaned up. Even though the individual entities do get cleaned up and RemoveFromParent called on them appropriately. Heres another screenshot later on client vs server, both continue to increase
After receiving this crash most recently on mobile, I was unable to load into fortnite anymore on the mobile device. It just kept instantly crashing when trying to reopen fortnite and connect past the loading screen. I was forced to completely uninstall fortnite from the device and reinstall it to be able to load in again.
Also when I leave the game, and land back to lobby screen, it gives me “Network connection lost” popup, even though everything seemed to return to lobby properly.
Ive been attempting to make optimizations to my system in order to workaround this issue. And even when I use a pool of entities and manually track them, remove them from parent, and readd them to simulation, they continue to make more and more and more uobjects. Eventually leading to this crash.