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Issues with checking out tons of files IF Editor is running DX12 #93

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SRombauts opened this issue Mar 25, 2022 · 6 comments
Closed

Issues with checking out tons of files IF Editor is running DX12 #93

SRombauts opened this issue Mar 25, 2022 · 6 comments
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@SRombauts
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Reported today: We have issues with checking out tons of files IF editor is running dx12 - something leaks memory and UE crashes. Running in DX11 fixes that.

@SRombauts SRombauts added the bug label Mar 25, 2022
@kwljunky
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@SRombauts For me, the memory spikes up to 64gb usage and then states and out of memory video crash, running DX-11 did not quite help with this.

@SRombauts
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SRombauts commented Mar 30, 2022

For me, the memory spikes up to 64gb usage and then states and out of memory video crash, running DX-11 did not quite help with this.

@kwljunky thanks for the report, I am looking for more info on this; did you already report this to support?
(I do have only one log file from support AFAIK)

My current take on this is that it seems to happen during very long source control operations; eg checking in one big file

Edit: on what version of Unreal do you see that happening?

@SRombauts SRombauts self-assigned this Mar 30, 2022
@kwljunky
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kwljunky commented Mar 31, 2022

@SRombauts Yeah I did report this to Plastic SCM support, but they could not do anything because they wanted to access the project which we couldn't do. Can do a screenshare to show the issue with VS in the background if you did want to breakpoint it if that will help get to the issue faster. Also can provide you with logs as well.

It does happen in long source control operations, but even moving files around will trigger it. I do think it is also related to repo size as well, as some of our users with 16gb of ram were reporting the issue and it was fine for me, but as the repo size has increased now the memory leak spikes over 64gb which causes even my rig to crash.

This was tested on both 4.26 and 4.27 we are using 14.8 version of the plugin.

The issue was also happening with blueprint diffing, but 14.8 did fix that so I was going to look into it after our studio deadline at the end of April to see what you did between 14.6-14.8 and potentially apply that with the other operations that are affected.

@SRombauts
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The issue was also happening with blueprint diffing, but 14.8 did fix that
It was an issue with parsing the XML log of the repository instead of the history of the file, so it won't apply to other operations.

Also, the report I got was about a crash "out of Video memory"
hence the "fix with dx11"
so I suspect the issue you have or had is different then the one on this ticket

If you can provide some logs it would definitely help
the logs could include the callstack in plain text if you use the release "with debug symbols" or compile it yourself

@SRombauts
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SRombauts commented Jul 29, 2022

This should now be worked around on master with 974ff8f
see also #97 and #86

The workaround has been released as part of https://github.com/SRombauts/UE4PlasticPlugin/releases/tag/1.6.1 on the 2nd of August.

@SRombauts
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For future me searching the info, it's tracked by the oldest issue #86


SRombauts commented 21 days ago
I opened a PR for Epic Games to integrate the proper fix into Unreal Engine 5.1 hopefully:
https://github.com/EpicGames/UnrealEngine/pull/9492 [UE-100291][UE-160299] Fix source control progress bar crashing out of video memory in case of long-running operation #9492


SRombauts commented 13 days ago
The proper fix has been submitted to ue5-main https://github.com/EpicGames/UnrealEngine/commit/67dacf2baaafe0d9b6fb5eeb5b179fb5b871a4bf

It will be part of UE 5.1 release :)

SRombautsU added a commit that referenced this issue Oct 12, 2023
…ketplace-page

Update readme link to the new Marketplace page for the plugin
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