For the whole day I have been fighting with the problem, and I just don’t know where to write except here.
I am trying to import a datasmith file into my project using dataprep.
I create a dataprep file, import the datasmith file into it and everything works fine so far. If I press “Execute” it works, but if I press “Execute” again(or “Commite”), the editor will freeze. In the task manager, the load of the RAM by the editor increases until it reaches 96-97%. The editor hangs for 10 minutes, and then crashes without any error messages.
I ran some tests, and realized, that everything was working fine in the new project, but it was crashing in my work one. How to understand what exactly is the problem? The project is huge, I have no idea what this might be.
I attach a log for the caseUE_01.log (96.7 KB)
I’m facing similar issue! Always on commit at 84%. It says finalising and then it crashes, but my editor crashes instantly it doesn’t hang. I noticed this only happens when there is an instance of the datasmith scene in the level (it spawns automatically after every import so if you don’t do anything it will crash on the first Reimport).
When I delete the datasmith scene actor and run dataprep again no issues, it spawns a new one. But this is a problem because it doesn’t save any changes you make on Unreal (materials / position… etc) so you have to make all the changes outside of unreal, or redo the changes after every import. I hope someone can give us a fix to this problem.
Let me know if you find a solution to this! I’m still trying to figure it out.
Which version of the engine are you using?
What format are you importing? udatasmith?
I’m using UE 5.0.2 and I’m importing a udatasmith file. I have produced the file with revit 2020 and revit 2023 and I’m getting the same issue. I also tried reimporting with different scenarios to see where the issue is. It seems like only the original datasmith scene produced by dataprep is causing the crash. I found a weird workaround: If I select the whole imported heirarchy and create a level instance, I can then Reimport with no issue. I just have to make sure I save the instance with the same name after every reimport, then delete the newly spawned one. That way I am left with however many instances I want for the building, and it doesn’t crash the editor. I hope this narrows down the problem.
Please let me know if there is a better practice to deal with this issue. Or if there is any possibility to keep the changes made in unreal after every reimport, I would like to know how.
Thank you for your time!