Same issue here, also uefn crashes alot after the last update
UEFN still frozen after waiting 1hr 30mins. Memory has increased by 75k due to the update and I can’t see which assets are supposedly causing the issues without the memory test report. All textures in the project are correctly assigned texture groups, mip levels and max lods depending on use case.
i have this same issue, only have a few custom textures with correct texture groups and can’t see whats causing 30k + increase in memory, while some others have reported memory usage being reduced after fixing texture groups
Thank you all for the logs! Shared with the team.
Just in case, also check that Never Stream setting is not checked out in your most expensive textures.
I manage to check some Memory Calculation reports by creating a new map and coping all art assets (no devices) to that new map, start a new session with that map as default and then run a memory calculation. If you are using world partition streaming, remember to set it up as the same as your original map (copy paste that information didn’t work for me, so I took a screenshot and then replicate it).
It should run the Memory calculation and finish without freezing, then you can optimize the Art part of your map.
That would let you do some optimization but your original map will still freeze.
I’m still looking what it might be the cause of the freezing while we wait for Epic’s patch.
I notice that some settings in world partition (like the name of the first HLOD layer is no longer “none”)
Also HLOD layers have changed, no longer can select instances or merged or any other type, is just one (which is hidden). So I’m right now testing re work my map HLOD settings with a new HLOD Layer to see if that is causing the issue.
Same here.
I am using ZERO custom assets and this is happening on all my maps
Just completely freezes and get “Editor is not Connected”, the mem calc goes through as far as Publishing/IslCreator is concerned though (kind of sketchy)
If you have Fortnite with the Editor Not Connected message, and in UEFN the memory calculation is runnind (the animation is spinning).
Do not cancel the Memory Calculation, instead try this, without closing Fortnite, launch a session again, it should connect and then finish the calculation, if you are the lucky ones, it will not freeze in the end and you will get the report.
If you are in team Freezed UEFN, create a new map and move your assets in groups and do Memory calculations in your second map until it freezes, then start deleting the latest moved assets until find which one might be the issue, when you got a suspect, try to replicate in your original map, hopefully will recover your memory calculations and enable you to publish.
Please share anything that you find that could help us fix this issue as a workaround while we are waiting for a Patch.
Just chiming in that I am also facing an issue with a full freeze after a memory calculation.
Memory consumption is lower across all my maps by roughly 50k (which is great, this is not a complaint
) - I just wanted to point that out since other users have seen an increase.
Ok, new finding If you have warnings of missing assets connected with devices (even if is with only one) the Memory calculation will freeze the engine.
Happens here too. The only way to unfreeze it is to log in the UEFN account from another machine, so it seems its some service related (?)
Same full freeze and crash mine does not return and automatically closes the program after some time, couldn’t post my logs so dm’d on discord!
Thank you, Ben. I’ll get those over to the team.
Found something interesting, every Guard Spawner increase the freeze time of uefn, example if you start with a map that is very simple and can pass memory and dont freeze the uefn memory calculation, then start adding guards spawners you will notice how the freeze time increase every time you add a new one. With 9 Guard Spawners you can get 15 seconds of UEFN frozen time. So if we increase that number potentially, lets say 20 guard spawners, you could freeze uefn enough to never recover.
We have the same problem on all our islands that are previously published when we tried to update them this week. All our islands from all our dev team trying to update it.
“Additional info: I’m working on a big island with streaming enabled. What I observe on my side is that the check happens on the first section of the island, reports success, then freezes UEFN. It seems it checks the first location and none of the others. My memory calculation is similar than previous result for the first section (about 75k), but other sections were way higher (like 95k). I am reluctant to make any changes to the island, thinking that the actual success report is inaccurate, taking into consideration only the first section.” hope it help the team help figure out the issue. thank you
FORT-949550 is ‘Closed’ as ‘Fixed’. The issue will be addressed in 37.10.
This is not fixed for me, same as before.

