Summary
Since v43.00, my existing RaidMap project has jumped from about 53% of the publishing memory budget to 124%, without content additions that would explain this increase. Before the update, full memory tests passed. After the update, repeated calculations complete but fail the budget check at about 373 MiB / 300 MiB. Streaming is enabled. I am reporting an unexplained change in memory accounting or loading, not claiming that streaming is completely disabled.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Memory Calculation
Steps to Reproduce
- Open the existing RaidMap project in UEFN v43.00 with World Partition streaming enabled.
- Cook the project and run the publishing memory calculation.
- Compare the result with the saved full memory-test results from October 28 and October 30, before v43.00.
- Repeat the calculation: the current result remains approximately 373 MiB / 300 MiB.
Expected Result
Comparable publishing memory usage for the existing island, or a documented explanation of the increase. The change from thermometer units to MiB should not by itself cause a previously passing island to exceed the budget.
Observed Result
Saved results for the same main RaidMap project:
- October 28, 2026: 53,029 / 100,000, PASSED, 25 sampled locations.
- October 30, 2026: 53,331 / 100,000, PASSED, 25 sampled locations.
- November 1, 2026, after v43.00: approximately 373 MiB / 300 MiB, FAILED, 242 sampled locations.
Current calculation log: peak=391119633 threshold=314572800 sampled=242 success=false.
The report shows about 319 MiB always loaded, 373 MiB at the worst location, and 548.5 MiB for the entire map. Separate RaidMap_MainPartition cells are listed with different sizes.
Budget usage has increased from 53.33% to 124.33%. The sampling count changed too; I do not know whether that explains the increase.
Platform(s)
Windows PC, Unreal Editor for Fortnite v43.00
Island Code
6795-3600-4059
Additional Notes
Could Epic investigate whether v43.00 changed memory accounting, sampling, or which resources are treated as always loaded? The documentation states that switching to MiB does not change the calculation method.
The old exported resource lists only contain the top resources and hide many Epic asset names as generic Fortnite resources, so they do not allow a reliable full asset-by-asset comparison.
This report concerns a completed calculation that exceeds the budget, rather than the separate issue where a passing result is not reported to Creator Portal. No full logs are attached to avoid exposing personal information or identifiers.