Follow-up Test Result: 4-Base Configuration
We’ve conducted a follow-up test to provide more data on this crash.
Test Performed:
We removed half of the content, reducing the world from 8 tycoon bases down to 4. All other systems, including the Scene Graph and Verse logic, remained the same for those 4 bases.
Observed Result:
The UEFN session still crashed with the exact same fatal error:
Fatal error: ... Maximum number of UObjects (2162688) exceeded when trying to add 1 object(s)
Analysis:
This test strongly confirms our initial hypothesis. The problem is directly proportional to the amount of content (and its associated Verse logic) on the map.
By cutting the number of bases in half, we were able to observe that the UObject leak was still present. The new logs (attached) confirm this scaling: the number of VerseNative.Concurrency_task_group instances at crash time was reduced from ~1.06M (in the 8-base test) to ~701k, and Entity.Entity instances dropped from ~28.3k to ~24.1k.
This reinforces that the issue is not a one-time budget problem, but a leak that scales with the number of entities or scripts running. It simply took longer to hit the 2.16M UObject limit with half the content.
The primary suspect remains the massive allocation of VerseNative.Concurrency_task_group, which we believe is being spawned in a loop or is not being properly garbage-collected by our Scene Graph.
New Files Attached:
I have attached the new log files (FortniteGame.log.txt, CrashContext.runtime-xml, UEMinidump.dmp) from this 4-base test for your review.
We hope this helps narrow down the investigation. Thank you.
UEMinidump.dmp (1.8 MB)
FortniteGame.log.txt (7.7 MB)
CrashContext.runtime-xml (54.2 KB)