StreamingEnabled does not stream out content if memory limit for 32 bit client is reached

Reproduction Steps
Add content to the game until the client reaches approximately 3.6 GB in memory usage.

Expected Behavior
StreamingEnabled streaming out content if the memory is running out for the application, as what it is supposed to do here:

Actual Behavior
If you have a lot more ram space (16 GB in my case), then StreamingEnabled will never stream out any content, causing the application to exceed the 32 bit limit and start throwing many many errors with the same theme “out of memory”, and eventually a full crash

It kinda defeats the point of using StreamingEnabled, which is advertised as being able to support massive maps, and yet as it never streams out content when the memory limit is reached, crashes occur even on high spec systems.

Issue Area: Engine
Issue Type: Crashing
Impact: High
Frequency: Constantly

20 Likes

Thanks for the report, we will investigate.

4 Likes

Updating this to note that sometimes the developer console doesn’t seem to report true memory usage

Although it is using around 1691 mb, the true value was actually somewhere above 2600 mb when you add the core memory as well, which may possibly mask what the true memory is when it crashes

More information:

Free memory stat is misleading if the application is only 32 bit…

Should it not be using its own memory limits to get free memory?

Oh this sounds exactly like an issue I was trying to investigate last month. Players were getting out of memory errors in the exact same way when they were approaching 4gb of client usage before completely crashing.

I had two personal accounts of this but I’m certain this is happening to a whole lot more than two players.

1 Like

Is this problem still occurring? I suspect it was probably fixed as a result of us moving to 64-bit clients.

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