35 Replies
Fred?
So I was pasting a blueprint inside the blueprinter when the game crashed. I reloaded the new save and pasted the blueprint again inside the blueprinter and this happened... keep in mind it's a brand new game/save with only 8 hours in it

Game wildly jumped to 1.8 million objects.
There is no where near that mmany objects in this blueprint




Error says: Fatal error: [File:D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectArray.cpp] [Line: 534] Maximum number of UObjects (2162688) exceeded when trying to add 1 object(s), make sure you update MaxObjectsInGame/MaxObjectsInEditor/MaxObjectsInProgram in project settings.
Why the game crashed
You've hit the UObject limit. Unreal Engine has a large, fixed-size array to manage all UObjects at runtime (it's used for fancy things like "reference counting" and "garbage collection").
Details
This crash happens randomly, but the probability of crashing increases the longer the game has been running for. Crashes are more likely to happen when opening UIs (the UI system uses UObjects to function), especially UIs that show many-slot inventories e.g. player, storage containers (the number of allocated UObjects is proportional to the number of inventory slots). Consequently, having many additional inventory slots increases the probability of crashing.
How to fix
Consider these options:
- Install https://ficsit.app/mod/Th3UObjectCounter, which warns you when the UObject array is near full, so you can restart the game before it crashes.
- Instead of large containers/inventories, use mods that increase stack sizes like Player Stack Sizer or Stack Resizer
- Remove mods that add inventory slots and use https://ficsit.app/mod/DecreaseInventorySlot to reset your slot count to normal
- Read this wiki page: https://satisfactory.wiki.gg/wiki/Unreal_Engine#Unreal_Engine_UObject_Limit
-# Responding to
maxuobjects
triggered by @DC18049How do I find out what mod is causing the creation of an insane amount of objects?
I would break that BP down into parts or groups of mods to figure out which one is causing the issue
I have been, but I was b uilding them on a broken save game. I imported all the co mpeted ones into a new save. I don't have the original slices, well I do, but I have no way of knowing what's causing the issues without seeing the blueprint object co unt as I'm rebuilding
Dammit, I think I found the cause of it but I need to do some further testing
Found it AND another one
I currently use Storage teleporter by Blockout22 as a place holder until he updates it, which I knew was broken. BUT....
Gotta find the author of the one causing all my issues
Modular Load Balancers by @SirDigby is the other one
I use his mods in my blueprints and that's the cause of my crashes
Well, vast most of them anyway
I use this mod in every single blueprint and I heavily rely on them
I'm going to see if I can find any more that might be causing any more issues
With the modular load balancers I'm leaning towards these being more the 'straws that broke the camel's back' rather than the underlying cause
I use them (and the alternates) all of the time in my builds, too and while they add a few UObjects each I've found it's usually less than the conveyors and items on them would add.
I think you're seeing them a lot in the crashes because you have so many of them there so the probability of them showing up is very high, rather than because they're the underlying cause
But, it could also be that something about the blueprint itself is borked from the save you imported it from, and that re-making the blueprint might fix things
It's worth trying both decreasing the time between garbage collection and re-making that blueprint, to see if either of those options help, if you're still seeing problems after removing the items with the highest individual UObjects from the blueprint
I created a new blueprint with JUST an input-only and an output-only and placed 40-sh of each (I haven't counted but roughly equals the amount that I put in a standard blueprint) and then tried to paste that blueprint on top of itself and it crashed, maxing out the uobjects. I'm going to create an even newer save game with just uobjects and this mod with the other mods disabled and test it out again to see what happens. I'm too tired to do it today
Ok! That is good to know!
When you've rested and are feeling up to it do you mind testing both the standard MLBs and the Alternate Models as well. I'm interested to know if the UObject level increase is more to do with the model or underlying functionality
When you've rested and are feeling up to it do you mind testing both the standard MLBs and the Alternate Models as well. I'm interested to know if the UObject level increase is more to do with the model or underlying functionality
Insomnia is kicking my ass today. And I have a double MRI scheduled in a few hours. It's going to be a long day.
Ooof I know those feels, it's always when I have a medical appointment (or surgery) booked for the next morning when my insomnia is the worst, too. Sending you much strength and solidarity today
I appreciate it
I failed an MRI yesterday for something different. It was the first time that I was unable to complete an MRI. Doctor prescribed me Valium so I can endure it for next time. It's of my hand of all things. The way they have to fit me in the machine is insane. I am a very tall person at 6' 5" (give or take an inch) and I had to lay on my stomach and stick my arm above me. I have nerve issues in my right shoulder, arm, and hand so my arm will quickly lose feeling and hurt in a matter of earth-minutes. On top of that, my arm takes up 3-4 feet of the available table and the table is only 7sh feet long. So my knees are hitting the table threshold and my legs are dangling off the edge. Like seriously, wtf. Dude, it was horrible. I only lasted 10-20 earth-minutes before I had to take a break. Then I only lasted an additional 4 and a half earth-minutes before I had to stop again. I was like, nope, I'm done, I need to get sedated or something. So I ended up going to my doc and she prescribed me a single dose of Valium, something I've never taken before.
I am disabling 64 mods, leaving uobjects counter and modular load balancers by sirdigby active and I'm going to start a brand spanking new creative game.
Oh man MRIs are awful at the best of times, and that's when one fits in the machine. I hope the valuim helps, and that if it's not enough that the hospital/testing place has something stronger they can give you to help 🫂
I hope so to. I'm going to head over to voice chat in case you wanna tag along
I should be able to jump in VC in a bit, just have to make a coffee first! Oh and maybe some other sustinance, too lol. Just realized it's 10pm here and I've not eaten yet today, too busy building and testing things lmao
This is super interesting. I'm in creative mode on a brand spanking new game, testing out MLB and MLB by itself isn't causing the excessive uobjects. In fact, the uobjects properly reset once the garbage collection happens. I went overboard and created 1,080 inputs, outputs, and conveyer belts in a blueprint. The max uobjects reached 484,348 which is a lot but not insane from what I had been experiencing but went back to 251,573. When I started the game, I placed a blueprinter and a row of MLB at 209,756 objects. As I just idle I'm almost at 300,000 objects and I just now surpassed it. That's still a lot for only 1,080 MLB objects placed.
It keeps creeping up
I cleared the blueprinter and deleted everything. I'm going to see if it goes back to the start
I'm going to have to save and reload because hitting Escape to bring up the menu keeps artificially increasing the object count by a lot
I'm going to reenable the Just Pause mod so I don't keep messing up the numbers.
Okay, a reload starts me off at 187,149 objects, which is fantastic.
A standard vanilla wall is 189 objects, which includes the animation objects.
Installed Blockout22's broken Storage Teleporter and each teleporter uses 747 objects.
Placing 22 teleporters only creates 2632 objects when placed outside the blueprint.
You know... I've been using stack resizer. I wonder if that's the cause of all my issues.
I'm going to test out NTM Foundations and Walls first then test stack resizer.
Placing a steel vanilla wall is around 600 objects
between 350-600 actually
TW Wall Aluminum Panel uses 546 objects. Time to Test out the stack resizer mod.
I have all stack sizes set to 9,999 which I have set in my previous save files. I'll try this out then 999 and see where that gets me
I loaded up the MLB in my blueprinter and it loaded 20,000 objects
I placed that MLB blueprint in the world and it almost generated 40,000 objects
Welcome Digby
I've seen people with hundreds or thousands of MLBs and no one has ever complained about hitting the object limit
What happens if you place them without a blueprint?
place them in the world one at a time without a blueprint?
Yes
Lemme reload the game, and I'll get back to you.
Man that took a while to do
Numbers are in!
I originally used a blueprint to make a 3 story high thing of MLBs and conveyers seen in the picture below before I tried doing it by hand
This is my test subject, the thing I'm comparing my data to

This is a single story completed by hand, not blueprints like you asked.

I started with this:
That single story is 70376 objects. If I were to build it up, it would be 211,128 objects to match the blueprint

I have not saved and restarted the game yet, which I'll do that now to give me an idea of what a new load would look like
Reloading from where I saved lowers it to 197073
I'm going to disable the stack resizer mod and try this manual experiment again
I'm also disabling storage teleporter as well
and the other foundations mod. All that will be loaded is MLB
and "just Pause
After the results of this new test, I'm going to call it a night from Satisfactory. I feel awful lol
Basically the same result. Around 70k for one row times 3 stories high gives you 211,128 objects to match the blueprint

I saved the game and then reloaded the save file and there's the starting value at the top left.

That single row is about 5-10 of my blueprint builds
I am calling it a night
Stack Resizer Testing - Following values are set to 9,999:
- Small (50)
- Medium (100)
- Big (200)
- Huge (500)
Testing with EMPTY Industrial Containers and 4 1m tall foundation in the middle for easier alignment issues - 36 (industrial) containers per floor on a 6x6x6 blueprint.
- When placing a story of 36 containers on a blueprint already with 36 containers, the difference in object count was 18,133 objects.
- When placing a blueprint of two stories of 36 (72 total) containers outside of a blueprint, it created 8,519 objects.
Now I will test with the following values set to 999:
- Small (50)
- Medium (100)
- Big (200)
- Huge (500)
Testing with EMPTY Industrial Containers and 4 1m tall foundation in the middle for easier alignment issues - 36 (industrial) containers per floor on a 6x6x6 blueprint.
- When placing a story of 36 containers on a blueprint already with 36 containers, the difference in object count was 11,703 objects.
- When placing a blueprint of two stories of 36 (72 total) containers outside of a blueprint, it created 8,901 objects.
Next I will test containers without any mods (except uobject counter) and Just Pause
NO MODS, same method as before:
Testing with EMPTY Industrial Containers and 4 1m tall foundation in the middle for easier alignment issues - 36 (industrial) containers per floor on a 6x6x6 blueprint.
- When placing a story of 36 containers on a blueprint already with 36 containers, the difference in object count was 11,815 objects.
- When placing a blueprint of two stories of 36 (72 total) containers outside of a blueprint, it created 9,316 objects.
So it looks like stack resizer has no affect on placed containers in the world but does has an impact in the blueprinter
That's my setup


There's my test data