November 11th, 2022
Unreal Engine Object Limit
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Snutt
So if we're to add any type of blueprinting functionality, it has to jive with the overall design.
Another aspect of this is the limitation of the engine itself.
Satisfactory is built using Unreal Engine, and the engine uses a garbage collection system for memory that can only keep track of so many UObjects, Unreal Objects, that make up for the memory blocks that all the game objects utilize.
So if you've ever heard of the UObject limit, this essentially means that at some point you're not going to be able to build anymore, and by using blueprints, it's going to be easier to hit that limit.
We're hoping that we can improve and optimize the game in this regard.
This is something that we've actually been working on from day one.
But we've come to terms with the fact that maybe we shouldn't completely limit the player because they might eventually hit a limit in the game.
It's been tricky finding a good balance for how blueprints should fit with the general game design, as well as from a user experience perspective, figuring out how to best accommodate the entire player base so that blueprints
make sense and are easy to use for everyone.