Insane Memory Usage when copying, moving or renaming assets

OS: Windows 10 64bit (was: Windows 8.1 Pro 64-bit)
Version: Unreal Engine 4.11.2 (Launcher) (was: Unreal Editor 4.8.0 (4.8.0-0+++depot+UE4-Releases+4.8))

Description:
Certain Assets cause a seemingly infinite loop while opening them, rendering your system useless unless you act quickly enough. It will never progress further than loading the assets, most likely due to a circular reference somewhere.

Steps to reproduce:

  • Move, copy or rename assets.
  • Wait (some assets cause this, some don’t)
  • Unreal Engine would now occasionally get stuck on loading, freezing in the process and start eating up all available memory.

Store Packages that produce this behaviour:
Use multiple to increase likeliness of it happening, one will rarely cause it directly, two most likely will and three are deadly.

  • SpaceBox_Color
  • SpaceBox_Variable
  • Open World Demo Collection
  • Infinity Blade packs

Hi ,

When you modify assets in this manner, every asset has to be loaded into memory. The reason behind this and the additional time taken during this process is that the Editor must check references to all of those assets. If a link was broken when moving a material(for instance), ANYTHING that references that material would need to have it re-assigned manually.

Massive move operations require this to be done for EVERY asset. I would recommend setting aside some time for something like this in the future. This is especially true if you’re using source control as well.

-.

Hello Williams,

that is an odd way to handle that then. What speaks against just creating a map of previous and new references and using that to modify the assets one by one, instead of all at the same time?

I tried to move the assets again by the way and Unreal Engine 4 ran out of memory. How exactly that happened is unclear to me, as the assets are only 440mb big.

Hey ,

After some discussion with one of our engineers, I’ve gone ahead and entered UE-15795 with all of this information.

-.

Issue is still there in 4.11, is anything ever going to be done about this? Manually moving Assets one by one is tedious especially because the launcher still does not offer an option as to where to place the assets.

Edit: And I’m not talking about many assets, it’s usually just 4-5 assets that need to be moved. And those assets number ~400mb on disk, so how does Unreal Engine manage to eat up 64 gigabytes of RAM just to move those? Unity manages this just fine in under a second.

Additionally now happen with deleting assets, but at least that one finishes before windows just closes Unreal Engine for using too much memory. I thought you guys fixed this…

Hey ,

This issue is still listed as unresolved and isn’t marked as high priority. Currently we don’t have any other user reporting memory leak behavior like this and cannot reproduce it internally. The latter weighing heavily on a bug’s priority.

The only thing that may help is to try to migrate your 4-5 assets to a blank project and reproduce it there. Note that this will bring with it all assets referenced by those 4-5. If you can reproduce it in the blank project with those assets, can you zip them up and send me a link to download it? You can PM me on the forums with a link.

-.

Hey ,

my bad, I misread the 4.8 Known Issues as Solved Issues. Sorry. I’ve updated the question too, since we’re using 4.11.2 now.

Anyway, it’s reproducible using certain Store Packages I’ve found out, with the SpaceBox ones causing it almost 9 times out of 10. “Open World Demo Collection” causes this rarely (3 out of 10 times) and Infinity Blade packs cause it more frequently (4 out of 10 times). It seems that it gets more likely to happen the larger the individual asset is in it’s raw form.

Anyway, I’ll try to isolate the resources that cause it from the mess of resources and send them to you, given that it still happens when I isolate them.

Thanks, let me know what you find as I’m trying this with open world and I can’t seem to get it.