verse tags explode the memory

Summary

My map was at 94000 / 100000, i removed every verse tag possible and am back to 55000.

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Memory Calculation

Steps to Reproduce

I had several managers connected to eachother using verse tags and a few hundred buttons (300-400).

Expected Result

No memory increase.

Observed Result

Memory explosion (+40000)

Platform(s)

PC

I reported this yrs ago when i added them to the grindrail device. If only they fixed it then :face_exhaling:

Hi @_MMB

Could you try disabling Lore and see if this still happens?

Thank you!

I can confirm on my end. Placing 8 empty actors with verse tags increased my memory thermometer from 39k to 94k. After deleting them my memory reverted back to 39k. I suspect that this bug has existed for ages as my map always felt heavier than it should have.

In my use case I used them to easily get the vector on my map. Using an array for the same actors don’t seem to affect the memory in the same way.

Hello MMB!

Do you happen to have an island code that shows this problem that you could share the link code to? That would be very helpful in understanding what exactly is happening.

Thank you.

/ Fredrik

Before removing the tags: 5594-2696-6823
After removing the tags: 3339-2278-5869

FORT-1137794 has been added to our ‘To Do’ list. Someone’s been assigned this task.

Hey! I am working on a map that has been slowly creeping up in memory and my team couldnt figure out why. I stumbled upon a post on the forums talking about how using custom scene graph entities will add the size of the compiled verse to the memory. Sadly that wasnt our issue, but I did discover that tags do the exact same thing. I tried the following on a blank project:

“fluff” file (48k lines) + no tagged object = 2k mem
“fluff” file + tagged object = 15k mem
no “fluff” file + tagged object = 3k mem

so, the reason why tags explode the memory is because it will bring all of your verse into the memory calculation.

The post about scene graph components, if anyone is interested: [Critical] Adding a custom Verse Scene Graph component makes live memory usage scale with the entire project's compiled Verse binary size, even when that code is never referenced - #13 by RenoRivsan

@Flak | Just wanted to make sure someone from epic sees this just in case its in any way helpful to fixing this problem

I’ll get this to the team, thank you!

Thank you for the island codes and information ButtersHQ, it is always greatly appreciated.

I believe that what you’re seeing isn’t the tags themselves costing memory.

Once a level contains anything backed by Verse, such as a tagged object or a custom Scene Graph component, the Verse runtime and the project’s compiled Verse code are counted toward the island’s memory. That’s why the first tagged object causes a big step and removing the last one brings it back down.

It isn’t new, but it becomes more noticeable as the Verse feature set grows and we start using it in more places in the framework.
We’re actively working on reducing Verse’s memory footprint in general, and we’re also looking at how to best calculate the budget itself.

Please let me know if you have any additional questions.

Best regards,
Fredrik