I started up a completely blank map in UEFN (just two player spawners and a few default grid planes) and immediately went way beyond critical memory usage (7.9 GB out of 7.2 GB) when using the spatial profiler.
I had a similar issue with the previous UEFN version, but the problem has only worsened (it used to be only 6.6 GB on a blank map).
Needless to say, this is still a huge issue in UEFN, as it makes the spatial profiler completely unusable for its intended purpose. I’m working on an island that heavily relies on spawning actors and scenegraphs (procedural map generation) and i need good data to see if i’m within acceptable memory limits.
I would love to know if this is an isolated issue specific to my system, or if others are experiencing this as well.
My system: RTX 3090, 128 GB of RAM, Ryzen 9 (12-core)
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Memory Calculation
Steps to Reproduce
Create an island on blank template
Expected Result
Every stat on spatial profiler should be green since it is a completely blank map
Observed Result
Spatial Profiler showing 7.9GB memory on a completely blank map
I also started a new blank map, and the spatial profiler is showing an average of 6.8. It’s been between 6.8 and 7 for me consistently. On my larger map is goes above 8 and sometimes above 9.
My system: RTX 4070ti, 32 GB of RAM, Ryzen 9 7900x (12-core)
On the completely blank map I’m still getting surprisingly high numbers. I ran the session in both DX12 and Performance Mode and the GiB numbers did differ, but both seemed high. In DX12 mode I was averaging about 5.5. in performance mode it’s about 4.5.
I’ve stopped testing on my current main project because the numbers are meaningless at this point and I have no idea what they even mean because they get so inflated. Even with all of my data layers unloaded, and doing a test where I stripped out all devices I still average 6.5 GiB on my current project.
One thing I did notice with the frame times: If the window I’m focused on is the spatial profiler or UEFN the frame times are much higher than if the window I’m focused on is the Fortnite game client running.
Frame times if UEFN or the Spatial Profiler are my focused window: over 30
Frame times if the Fortnite game client in my focused window: below 15
In 42.00 we added fixes for the out of focus frame time, ultimately widows throttles out of focus rendering processes which we want as it keeps the system performant. So the fix in this case ultimately is to recognize when this is happening and not consider it relevant. This will mean you’d see it in the frame timeline but we won’t consider it a valuable frame in the overall analysis.
If your seeing that issue still please open up a new report.
For the original post we have not been able to reproduce this internally, sometimes this means it’s been fixed directly or indirectly but not mapped to the ticket in question. I don’t think this explains this case however. If you’re still able to reproduce this can you hit that memory capture button and send us the more detailed information it provides.
I know about the logs i mean this memory snapshot that @LittleGiant mentioned. I just created a project and its blank island and its instant red so idk why you cannot repro it maybe its fixed on your build idk. I have clicked on “Take Snapshot” but where is this located so i can share it with the team to help fix the issues ?
Here are the logs and the snapshot for the session I ran on a blank starter template map. Hopefully this is what you were looking for? I have a couple live session snapshots here, and logs in a couple different files just to be sure you get what you were looking for: