5.1 now forces collision rebuild on USplineMeshComponent causing crashes

EDIT: We solved it, for anyone that might run into a similar issue: In your project settings set “Default Shape Complexity” to “Use Simple as Complex”.

Hello,

UE 5.1 introduced a change where it seems to force collisions to be rebuilt by the engine while the level is loading by removing IsCollisionEnabled check for USplineMeshComponent.

This is causing big headaches for us using a lot of USplineMeshComponents in our level as it’s now often crashing the engine while loading. The crashes are very inconsistent as we’ve had people with poor hardware load the level fine while people with high-end machines getting constant crashes.

This is seemingly the commit causing all the issues:

https://github.com/EpicGames/UnrealEngine/commit/6144cf98541f80460ac53de7d1264c735d0bceaa

Reverting this commit and rebuilding the engine fixes the issue.

I also attached a crash log for anyone interested:
MyProject.log (128.8 KB)

Does anyone have any idea how this could be fixable without touching source code? We create content for the marketplace and are stuck with whatever Epic decides to do and in this case it’s yet another blunder for us,

Thanks.

The line “The paging file is too small for this operation to complete” would indicate that the paging file size in your system is set to a too low amount.
On windows bring up the start panel and type “edit system” and “Edit the system environment” should show up.

  • Click it.
  • Click advanced tab
  • You should see “Performance”. Click the “Settings” button there
  • Click advanced tab
  • There you will see “Virtual memory” and a “Change” button.
    You can try increasing the virtual memory paging file size to increase engine stability.


2

Hey,

The page file size was never the issue. I already set mine to 100GB and made no difference. My friend with lower page file size and less RAM was able to load the map.

Building collision is a slow process in UE and combined with a large map it seems to choke some systems.