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Ran out of virtual memory crashes

Posted: Mon 23. Nov 2015, 08:38
by Lightning_Hunter
This is strange. I have been happily editing all kinds of maps in UED for weeks now without issues, when all of a sudden, I get constant crashes when I try to save a map or launch a map within the editor. The error says,

"Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk."

I have a 1TB Hard Drive with 511GB of free space! I also have 8GB of RAM, and a Geforce GTX 550 Ti with 4GB of RAM. I checked the paging file, and it is currently 20,382 MB on two hard drives - which is more than enough (I haven't seen the system use more than 4,000 MB of this). So what the heck is going on? Does anyone have any solutions?

Re: Ran out of virtual memory crashes

Posted: Mon 23. Nov 2015, 19:25
by Cat1981England
TBH it could be one of many things, a hardware issue, OS update, corrupt file etc

Is this happening with a single map or all of them? Also could you post the crash log?

Re: Ran out of virtual memory crashes

Posted: Tue 24. Nov 2015, 00:46
by Dalyup!
It's probably a misleading error if you know your virtual memory is fine. Check the crash log to see if there's a stack trace, probably tell you more what's going on. If it's only happening with one map, have you perhaps gone overboard with a particular mesh/texture or something like that?

Otherwise, guess you'll need to try the ol' On-and-Off version 2 (reinstall).

Re: Ran out of virtual memory crashes

Posted: Tue 24. Nov 2015, 07:57
by Lightning_Hunter
I think I figured it out. I deleted unrealed.ini today and let the game generate a new one. Magically, everything has worked fine so far. I know it wasn't the maps, because just about every map I tried saving/playing was crashing the editor. Weird...

Re: Ran out of virtual memory crashes

Posted: Wed 25. Nov 2015, 18:35
by Wormbo
The crash message just points out a symptom, not the actual reason. Usually an out-of-memory crash is the result of an attempted memory allocation for which a ridiculous requested size was specified. That invalid size is almost always a result of some kind of unhandled program or data error.

Re: Ran out of virtual memory crashes

Posted: Wed 25. Nov 2015, 20:36
by Lightning_Hunter
Well, I still haven't received the error since I deleted unrealed.ini, so I guess the problem was in there somehow. If anyone else finds this thread with the same issue, try doing what I did.

Ran out of virtual memory crashes

Posted: Sun 25. Jun 2017, 06:22
by Miauz55555

Ran out of virtual memory crashes

Posted: Thu 8. Feb 2018, 00:22
by EmanReleipS
I actually had this error tonight after joining the server.

Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk.

History: FMallocWindows::Malloc <- FMallocWindows::Realloc <- 58E50000 134310198 FArray <- FArray::Realloc <- 67155099*2 <- FConfigFile::Write <- FConfigCacheIni::Flush <- UObject::SaveConfig <- (UTPlusSettings Package.Client) <- UObject::execSaveConfig <- UObject::ProcessEvent <- (UTPlusHitSoundTag ONS-MasterShower-V3-SP3.UTPlusHitSoundTag, Function UTPlusStandaloneHitSounds.UTPlusHitSoundTag.PostBeginPlay) <- ULevel::SpawnActor <- (UTPlusHitSoundTag) <- InitialClientActor <- UActorChannel::ReceivedBunch <- (Actor None) <- UChannel::ReceivedSequencedBunch <- Direct <- UChannel::ReceivedRawBunch <- DispatchDataToChannel <- BunchData <- UNetConnection::ReceivedPacket <- UNetConnection::ReceivedRawPacket <- UTcpNetDriver::TickDispatch <- UpdatePreNet <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level Master Shower <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


In my case it was either my user.ini or my ut2004.ini that was corrupted. I still have the problem with my resolution resetting, so I keep a backup of my user.ini and ut2004.ini around and I just replaced both files. That solved it.