March 24th, 2023 - Q&A: What about the Build Limit?

March 24th, 2023

Q&A: What about the Build Limit?

https://www.youtube.com/watch?v=dY__x2dq7Sk&t=1762

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    1. Jace

      The next thing people will probably be asking is, what about the build limit?

      Has Unreal Engine 5 fixed the build limit?

      Um, so for those of you who don't know, there's actually a limit to how many UObjects you can have in the game, in Unreal Engine, okay?

      This limitation is not imposed by us.

      It's just kind of hard-coded into the engine, unfortunately.

      Um, and now what a UObject is, is it's not what you and I think of an object in Satisfactory as.

      A UObject is an object that's under the hood of the engine.

      And it means an Unreal object, Unreal Engine object.

      And that does not necessarily represent one object in game.

      So for example, a constructor is one object that we know of, right?

      But it can be made up of multiple Unreal objects, U objects.

      For example, they could be the constructor mesh itself.

      They could be the animated arms.

      That could be another U object.

      The input and outputs could be other U objects.

      The ladders on the sides could be U objects as well.

      So a constructor is made up of many UObjects, and things like foundations are as well.

      Even a foundation is not just one UObject, or historically has not been.

      We'll get to that.

      But one thing that I want to make super clear is that this issue affects very, very few people.

      I'm going to pull a number out of my butt and say it doesn't even concern 99% of players.

      I don't know if that number's right, but it affects very, very, very few people.

      But it affects some people, okay?

      Unfortunately, Unreal Engine 5 will not resolve this build limit issue that we previously have.

      And in fact, there is no change with that issue in Update 8.

      However...

      On the plus side, there has been a change recently to this issue, which I'm not even sure if we talked about, but we should have.

      We should have talked about it.

      Actually, in update 7, the previous update, there was actually a change that was made by us, which went a long way to addressing this build limit issue.

      And we did that with something called abstract instances, which greatly reduces the number of view objects that are on the map.

      So for example, a single foundation before would have been made up of three UObjects, the actor itself, the root component, and the proxy mesh.

      But now, but as of update 7 with these abstract instances, they can just be one foundation is one UObject, alright?

      And so you can see how huge of an impact that that can have with regards to the object limit in the game.

      It allows, so that update allows y'all to build more.

      It doesn't move the object limit, but it allows you to build more and still stay within the object limit.

      It also improved save times, load times, and improved memory reduction as well.

      We also have some other ideas of what we can do to continue to further improve the situation with the object limit, but nothing is set in stone for that regarding that, and nothing more will be done for it in Update 8.

      Okay, so that's the status of the object limit.