Spatial Profiler showing 7.9gb on empty map UEFN 41.2

Summary

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

Platform(s)

PC

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Additional Notes

This problem seems to be on every map on my system

1 Like

I have the exact same issues, and it’s making it impossible to finish my map because I have a larger game that needs clear data in order to optimize.

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)

Hello, could you both please check whether this is still happening after the latest update? Thank you!

Yes, it’s worse now. I stopped looking at it as a guide for actual memory usage

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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.

That is on a blank map.

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

I’ll share screenshots.

I noticed this too same thing i have complete red squares on an island with 20k memory

FORT-1129055 has been ‘Closed’. We’re unable to reproduce this issue.

Is this a mistake ? @rhyan.smith @Flak I dnt use the system due to this bug!!!