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, 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.