I’m upgrading my plugin to 5.1 and I notice a veru weird behaviour.
I have 5 different Blueprints, where via code all the components and functions are created.
If I try to open one of those Blueprints, the editor takes around 10-15 minutes to open one of them, and often I have an out of memory error ( current RAM is 32GB and plenty of SSD space ).
With 5.0.3 everything went super smooth, but right now I’m not even able to open the Blueprint and work with my plugin.
I tried to lower the scalability and disable pretty much all the new features ( Lumen and Nanite ), but still, the opening of the Blueprint is the main issue.
Am I the only one experiencing this behaviour?
Hey there @Enter_Reality! This is quite odd. So going to ask the gambit of questions like always!
May I know the rest of your specs? (Just data purposes mostly)
Is this all blueprints or just particularly massive ones?
How’s your system resources looking?
Is there a massive spike in CPU, Memory, or GPU in this time frame or does it seem to just idle?
Are there any outputs in the log in this period of time?
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Hi @SupportiveEntity, thanks for the reply.
To reply to your questions:
System specs are:
Intel i9-10900KF @3.7Ghz
32GB of RAM
RTX3090
1TB SSD ( available space 180GB )
The Blueprint has around 80 Scene component, 30 static meshes and 6 skeletal meshes ( 2 characters and 4 hands ), all created in C++
Resources are as follow:
1-10% GPU
10-15% CPU
90-98% RAM
Using task manager I can see that the editor is not responding while loading the BP.
No log at all, the editor is completely stuck.
I tried to delete some stuff inside the cpp, and it looks like that using the motion controllers ( 10 in total ), attaching scene components while setting their relative location/rotation is causing the editor to get stuck, while on 5.0.3 this doesn’t happen at all.
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hmm it’s only hanging on this due to capping out on RAM, but I’m not sure why it’s grown as exponentially between the versions. What in memory is it accessing so quickly. Is it all on tick and casting?
On tick mostly, since all the data from the motion cotnrollers are then retargeted onto a character.
Meanwhile I’m rewriting the entire thing using BP only, so that at least I can test the new features with my plugin, but I also modified the BP containing all the C++ generated data, where both begin play and on Event Tick are unplugged, but the BP is still pretty much useless, since even moving around the Event Graph has a 4-5 seconds delay.
That’s a serious problem, generally with a ton of nodes you get a bit of lag moving around, but it never gets to be that bad. Does it get better while zooming in and the rendering not firing?
Not really, zooming also takes forever, and sometimes the rendering get stuck and the only visible things are the wires connecting the nodes…also I notice that after a bit the BP become completely unresponsive, so I have to kill it via task manager.
Conversion to BP is almost done, so I have the alternative.
Thing is, if you haven’t received anything similar, I guess that the issue is on my end, but weird part is that on 5.0.3 everything is working perfectly fine, without any issues opening the BP.
Should I contact via UDN and share the plugin there?
So it’s not just the rendering causing it, that does however mean there’s not too many simple workarounds. Even making composite nodes may not help at all.
We don’t get too many industry level reports on the forums here. Generally if the developer has a license and can go to UDN they usually skip asking here and go straight there, so since your project is of scale you may very well be one of the first posts of this type on the forums. That said I have been seeing more reports of issues with Slate or extreme resource usage in 5.1 across the board.
Though if you have the option UDN would be a great resource!
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