I am trying to fracture a sphere that is hollow inside.
Example:
Like an egg. Only instead of being thin, the eggshell would be thick. That’s what I’m doing with a sphere.
However, unfortunately the editor is unable to finish calculating the result. You spend a lot of time calculating and it never ends. The editor appears in the status: Not responding. I’m waiting, but I can’t do anything. I need to end the process in order to close the editor and open it again to be able to use it.
This is a bug. All other types of formats are fractured correctly, except this one.
My processor is a Ryzen 7 2700x. In short, he does everything quickly in Unreal. It creates fractures in less than 2 seconds, depending even faster than that.
I believe my mesh is quite heavy. I’m going to do some tests on exporting the file and see if anything changes.
“I always thought that when bugs were found in previous versions of UE4, people would make updates.”
I’ve just run a couple of tests and fracturing a 10k tris convex mesh with 7 material slots into 25 chunks (default) takes a second or two on a slower CPU than yours. And pretty much the same on a CPU that is much faster than yours - does not seem to make much difference.
When it comes to fully hollow meshes - that takes more than 10x as long for some reason. Even that simple egg above locks my systems for 10s. ¯_(ツ)_/¯
18 mins sounds a tad excessive. Not sure what to say.
So far I don’t know why it took so long, but I have my chances of what happened.
My RAM memory is not very big, at least that’s what I think. I only have 8GB. Another point that may have favored is that the sphere was 3 meters high. My paging file was over 16GB and the file was 12GB in use. I think I found the likely reason.