As a result of almost any operation with the asset of the appropriate size. How to fix this?
@SupportiveEntity, can you pay attention to this problem?
Hey there @Etyuhibosecyu! This error comes when writing a file over the 2gb size limit, which is a very large file to write. Can I see the whole error stack? It may help determine what is trying to be written, then we can try to figure out how to break it up into manageable pieces or optimize the size.
There is nothing interesting in the error stack, just faceless library names. The asset is the mesh of the Black Alder with its raw polygons (with the checkbox “Create Nanite Foliage” unchecked during creation). I don’t think it’s possible to “break it up into manageable pieces” since trying to split, for example, by the plane also causes the crash. So without the DirectX 12 and SM6 this Black Alder is a trash, or when there will be allowed assets larger than 2 GB?
Ahh that would make sense, the scans being so high resolution is causing the problem. I believe the scanned foliage meshes from Megascans were meant to be a showcase for Nanite foliage, does this occur if the mesh and foliage meshes are both Nanite?
Alternatively if you don’t want to use Nanite or that doesn’t work either, you could optimize the mesh itself by lowering the texture resolution, simplifying the mesh polygons, then possibly adjusting the LODs after to try and get a good ratio.
If this is for a real-time project I would recommend simplifying to the level of game assets. If the project is for render, then I’d honestly recommend keeping them Nanite since it would provide the best looks/performance ratio in editor.
No, but placing the mesh on the level and converting into non-nanite via the “Merge Actors” menu item puts the leaves to voxelize.
The texture resolution does not influence, the problem is in the mesh.
How, if any similar operation crashes the editor?
No, it is the game.
Looks like the only option to use them as is would be to remain as Nanite foliage only.
If the engine can’t handle modifying them directly, you could download the files themselves as a USD file, then reduce them to be game ready assets in a third party software like Blender that’s more suited to high poly operations may be more ideal.
Thanks, I will try in several hours if I don’t forget.
If you do go the Blender route, try to separate every piece before trying to reduce, as it’s still an absurdly large mesh by all standards, and recombining once it’s a manageable size for a game asset.
The highlighted word is ambigious for meshes without mentioning units (meters or bytes). “Heavy” is not if one does not discuss the physics. Is this not an oxymoron - you make pack with meshes and you do write that your meshes are absurdly large/heavy? Or is this number of polygons just for the record (does nothing useful)? Yes, I have downloaded USD, imported into the Blender, decimated to the maximum valid size on the disk and imported into the UE, and everything went right.
“Large” is in fact not a great descriptor for sure. “Heavy” is a bit better, but it’s also somewhat less clear. There is no exact number for “this is too big” of an asset, as it’s really subjective depending on what you’re doing, but “heavy” as a descriptor in this case means that it’s unwieldy to use. Any asset that itself can trip the 32 bit integer limit in engine is considered quite heavy. Generally any single asset over 250k polys is way beyond what you need for games specifically. I try to keep any of my authored models under 100k polys even if they are a focal point.
The Megascans assets were (for the most part) not completely authored content, they were real scans of real objects, which produces an insanely detailed asset. These are best used for high end rendering and will often need to be Nanite or processed further to even be viable in a real time (game) context. I’m glad reduction worked out!
What is “single asset”? I think a building filled with the furniture is not, even if merged into one model?
Also somewhat subjective and based on the context of the object, but usually single object or actor. In your building example, I would consider the building itself one object(assuming it isn’t modular), then each and every piece of furniture their own objects. Once you have merged them, I would begin considering it as a scene comprised of multiple assets.
This is mostly used a rule of thumb, as previously in game development you would try to reduce to the bare minimum of polygons on every mesh to do the job it needs to do. It’s good practice to have as few polygons as necessary for it’s use case. You have a finite amount of polygons you can render in a scene before you start hitting performance issues, but this isn’t a concrete number since every game is different, and everyone has different hardware, different environments, etc.