SceneGraph Memory Leak causes Fortnite to crash

Summary

Fortnite crashes if entity spawning and despawning happens to often

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Memory

Steps to Reproduce

  1. Join Island.
  2. Press Button in front of you
  3. Wait and watch as sapling entities grow into tree entities which turn back into sapling entities for about 3 minutes
    (You can also observe the growing memory of the Fortnite process in the Task Manager)

Expected Result

Fortnite should not crash.

Observed Result

Fortnite crashes

Platform(s)

PC(Win11)

Island Code

8425-8334-2859

Additional Notes

Cause of crash according to log:

“Maximum number of UObjects (2162688) exceeded when trying to add 1 object(s), make sure you update MaxObjectsInGame/MaxObjectsInEditor/MaxObjectsInProgram in project settings.”

Looking at the UObject dump the top counts are:
[2025.06.19-11.20.19:383][513]LogUObjectArray: Display: Dumping allocated UObject counts to log:
[2025.06.19-11.20.19:497][513]LogUObjectArray: Display: 1028366 instances of /Solaris/_Verse/VNI/VerseNative.Concurrency_task_group
[2025.06.19-11.20.19:497][513]LogUObjectArray: Display: 85990 instances of /Script/CoreUObject.Package
[2025.06.19-11.20.19:497][513]LogUObjectArray: Display: 83256 instances of /Script/CoreUObject.Function
[2025.06.19-11.20.19:497][513]LogUObjectArray: Display: 71312 instances of /Verse/_Verse/VNI/Verse.Verse_subscribable_event_intrnl
[2025.06.19-11.20.19:497][513]LogUObjectArray: Display: 28550 instances of /Script/VerseAssets.VerseMaterialInstanceDynamic
[2025.06.19-11.20.19:497][513]LogUObjectArray: Display: 28396 instances of /VerseEngine/_Verse/VNI/VerseAssets.Assets_material
[2025.06.19-11.20.19:497][513]LogUObjectArray: Display: 27520 instances of /EntityFramework/_Verse/VNI/Entity.transform_component
[2025.06.19-11.20.19:497][513]LogUObjectArray: Display: 27502 instances of /EntityFramework/_Verse/VNI/Entity.replication_component
[2025.06.19-11.20.19:497][513]LogUObjectArray: Display: 27500 instances of /EntityFramework/_Verse/VNI/Entity.mass_component

Note:
The entities are removed from the scene using RemoveFromParent().
New entities are spawned from prefabs.
(This happens in the timed_transformation_component.verse file)

hi @Sheepintry ,
Voted up, this fails and causes a crash.
Its NOT in the known list of problems, its NEW.
Update : now crashing due to current Matchmaking problems

Recently noticed that when using PRIVATE privacy instead of PUBLIC, a lot of creator games have started working.

Now we can see a different version of the games being downloaded, and this could be a good test
Thanks

1 Like

Hey @Jimbohalo10,

Fascinating.

I have not published an island yet, and this is the first time I’ve heard about different behavior on Published vs Private Islands.

Due to the observable behavior in this issue, I suspect that every session that continuously spawns prefab entities at runtime (with a client continuously connected) will eventually crash.

There are several other issues I’ve noticed, but this is the first I can easily reproduce.

(I also noticed that it is possible to crash the session on the server.
However, this crash did not result in any error on the creator portal or the client log.
The client was only disconnected after a while.
If I can reliably reproduce this, I will file a new issue.)

I’m facing the same problem as I spawn Entity, they’r never removed from simulation, so the memory augment and augment at every start, finishing to crash. Entities are supposed to be uninstancied when removed and no attached to any parent, no? I don’t found any other way to “remove” them, so I use pool of entities instead, now

FORT-926818 is now ‘In Progress’! Our team is actively working on it!