Unreal fails to open level and starts to eat up memory

Unreal fails to open my main level, it will go through the loading process, the loading bar will run to completion, but at the moment it opens the level Unreal freeze while eating up memory. It’s eats through all of my 64GB of RAM before it starts caching to disk.

It take a long while before it crashes, which seems to caused by it running out of virtual memory. It won’t generate a crash rapport if I terminate unreal from the task manager, so the attached crash rapport tail is from waiting until it fails.

I don’t understand what’s causing the memory load, the level is rather sparse with nothing that should trigger this kind of memory consumption.

[2023.04.11-09.24.01:761][145]LogMemory: Warning: Freeing 33554432 bytes from backup pool to handle out of memory.
[2023.04.11-09.24.01:772][145]LogMemory: Warning: MemoryStats:
	AvailablePhysical 11138396160
	 AvailableVirtual 35039825920
	     UsedPhysical 48722812928
	 PeakUsedPhysical 57318486016
	      UsedVirtual 99224317952
	  PeakUsedVirtual 166468710400
[2023.04.11-09.24.01:772][145]Allocator Stats for Mimalloc: (not implemented)
[2023.04.11-09.24.01:772][145]LogOutputDevice: Warning: 

Script Stack (0 frames) :

[2023.04.11-09.24.01:809][145]LogWindows: Error: appError called: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 241] 
Ran out of memory allocating 67107566064 bytes with alignment 0. Last error msg: The paging file is too small for this operation to complete..



[2023.04.11-09.24.01:811][145]LogWindows: Windows GetLastError: The operation completed successfully. (0)

Does the level in question have World Partition enabled? I’m asking because if it does, one of my threads may be relevant to your situation.

Yes, I suspect it’s related to World Partition

Please take a look at this forum thread (later replies, especially) and see if it might apply to your situation. You can watch the log (I use “tail -f” from a WSL2 Ubuntu prompt, but there’s probably an equivalent PowerShell feature) in realtime while it’s stalled to see if a repeating messages indicate an apparently infinite number of cells.

hm, no repeating messages, it seems to load the map and fail after this.

[2023.04.11-15.59.31:404][474]LogWorldPartition: ULevel::OnLevelLoaded(Main2)(bIsOwningWorldGameWorld=0, bIsOwningWorldPartitioned=1, bIsValidLevelInstance=0, InitializeForMainWorld=1, InitializeForEditor=0, InitializeForGame=0)
[2023.04.11-15.59.31:404][474]LogWorldPartition: Display: WorldPartition initialize started...
[2023.04.11-15.59.31:404][474]LogWorldPartition: UWorldPartition::Initialize(Asset=Main2, IsEditor=1, bPIEWorldTravel=0 IsGame=0, IsCooking=0)
[2023.04.11-15.59.31:527][474]LogContentBundle: [Container: Main2] Creating new contrainer.
[2023.04.11-15.59.31:527][474]LogWorldPartition: Display: WorldPartition initialize took 122 ms (total: 5.78 sec)
[2023.04.11-15.59.31:569][474]LogEditorServer: Finished looking for orphan Actors (0.000 secs)
[2023.04.11-15.59.31:616][474]LogUObjectHash: Compacting FUObjectHashTables data took   1.39ms
[2023.04.11-15.59.31:653][474]Cmd: MAP CHECKDEP NOCLEARLOG
[2023.04.11-15.59.31:654][474]MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 1,032ms to complete.
[2023.04.11-15.59.31:654][474]LogFileHelpers: Loading map 'Main2' took 0.442

That seems to be a different problem, then. Sorry for the red herring.