Can't add more then 3 LOD to a static mesh

The editor crushes whenever i try to import more then 3 LODs to a static mesh . ( Skeletal mesh works fine though… )
This video demonstrates it :

(I'm saying "ken" in the begining, which is "yes" in hebrew, which is used like "ok i will... " in hebrew... so don't be confused :P )

These are the log messages ( Don’t remember the order sorry ) :

Assertion failed: LODIndex >= 0 && LODIndex < MAX_STATIC_MESH_LODS [File:G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp] [Line: 1031]

Stack:
FWindowsPlatformStackWalk::StackWalkAndDump() 0xeaf057e6 + 0 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0xeada4525 + 0 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\runtime\core\private\misc\outputdevice.cpp:203] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Core.dll]
FStaticMeshLODGroup::GetSettings() 0xe4dde607 + 33 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\runtime\engine\private\staticmesh.cpp:1031] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
BuildStaticMeshDerivedDataKey() 0xe4dc19c5 + 0 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\runtime\engine\private\staticmesh.cpp:1179] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FStaticMeshRenderData::Cache() 0xe4dc39d8 + 15 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\runtime\engine\private\staticmesh.cpp:1202] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UStaticMesh::CacheDerivedData() 0xe4dc3fdc + 0 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\runtime\engine\private\staticmesh.cpp:1706] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UStaticMesh::Build() 0xe4dbf469 + 0 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\runtime\engine\private\staticmeshbuild.cpp:88] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UnFbx::FFbxImporter::ImportStaticMeshAsSingle() 0xe939c3e9 + 11 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\editor\unrealed\private\fbx\fbxstaticmeshimport.cpp:1155] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FbxMeshUtils::ImportStaticMeshLOD() 0xe8de80d6 + 0 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\editor\unrealed\private\fbxmeshutils.cpp:355] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FbxMeshUtils::ImportMeshLODDialog() 0xe8de6d8c + 15 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\editor\unrealed\private\fbxmeshutils.cpp:626] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FLevelOfDetailSettingsLayout::OnImportLOD() 0xdc0530bf + 0 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\editor\staticmesheditor\private\staticmesheditortools.cpp:1695] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-StaticMeshEditor.dll]
TBaseSPMethodDelegateInstance_TwoParams,enum ESelectInfo::Type,0>::Execute() 0xdc031201 + 44 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:161] [in G:\UnrealEngine4.


The other one :

Assertion failed: LODIndex >= 0 && LODIndex < MAX_STATIC_MESH_LODS [File:G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp] [Line: 1031]

Stack:
FWindowsPlatformStackWalk::StackWalkAndDump() 0xeb4e57e6 + 0 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0xeb384525 + 0 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\runtime\core\private\misc\outputdevice.cpp:203] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Core.dll]
FStaticMeshLODGroup::GetSettings() 0xe7eae607 + 33 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\runtime\engine\private\staticmesh.cpp:1031] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
BuildStaticMeshDerivedDataKey() 0xe7e919c5 + 0 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\runtime\engine\private\staticmesh.cpp:1179] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FStaticMeshRenderData::Cache() 0xe7e939d8 + 15 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\runtime\engine\private\staticmesh.cpp:1202] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UStaticMesh::CacheDerivedData() 0xe7e93fdc + 0 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\runtime\engine\private\staticmesh.cpp:1706] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UStaticMesh::Build() 0xe7e8f469 + 0 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\runtime\engine\private\staticmeshbuild.cpp:88] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UnFbx::FFbxImporter::ImportStaticMeshAsSingle() 0xe62cc3e9 + 11 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\editor\unrealed\private\fbx\fbxstaticmeshimport.cpp:1155] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FbxMeshUtils::ImportStaticMeshLOD() 0xe5d180d6 + 0 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\editor\unrealed\private\fbxmeshutils.cpp:355] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FbxMeshUtils::ImportMeshLODDialog() 0xe5d16d8c + 15 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\editor\unrealed\private\fbxmeshutils.cpp:626] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FLevelOfDetailSettingsLayout::OnImportLOD() 0xdaba30bf + 0 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\editor\staticmesheditor\private\staticmesheditortools.cpp:1695] [in G:\UnrealEngine4.4\UnrealEngine-4.4.0-release\UnrealEngine-4.4.0-release\Engine\Binaries\Win64\UE4Editor-StaticMeshEditor.dll]
TBaseSPMethodDelegateInstance_TwoParams,enum ESelectInfo::Type,0>::Execute() 0xdab81201 + 44 bytes [File=g:\unrealengine4.4\unrealengine-4.4.0-release\unrealengine-4.4.0-release\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:161] [in G:\UnrealEngine4.

I’v just found some other users with the same problem and they being told that this is the LODs limit for static meshes .
What ? seriously ? “Why put a message that say this is the limit ? let’s just make the editor crush!”.
And beside, i want to improve the performance in the game as far as i can, if i let the editor to handle the LOD automaticly it will do fine for near distances, but i don’t want to to be let’s say 3k polys when i 3 km away from it ! i want it to smoothly lower it’s polycount, why is it limited anyways ? the skeletalmesh LOD system has no limit as far as i know, i did use 12 LODs in there…

Hey -

This is a limitation of the engine. We only support 4 LODS (including the Base).

Thank You

Eric Ketchum

I see, but for future users, a decent message box which is not crushing the editor will be nice, it makes the user feel like this is a bug or that he is still working on the beta of this engine, you guys adding so many awesome futures that i’m very thankful about, but this is a basic UX thing that can be solved pretty easily ( I think… ).
Thanks for trying to help.