I have had this crashing problem for quite some time. My map is 4k with a lot of foliage. My rig has 132GB of ram and 24 processors. I am able to re-create the error I am getting by doing the following. Create a new blank project in 4.7.3 with no starter content. Increase size of landscape to 500x500 (just need to make enough room for the trees). Add 50,000 speedtrees (using broadleaf desktop sample tree). Then build. Shortly after lighting build finishes, the editor crashes. It seems as if the memory does not get released quickly enough after the lighting build. At this point I am just trying to verify what does and does not work. I am hesitant to commit more time to my project until I know I will be able to build it successfully. If I am hitting some kind of limitation, I just need to know how to tell that. I am relatively new to game design. Am I doing something wrong?
I tried the same test with 15,000 trees and still got the same crash. The crash is a windows crash. It bypasses the epic crash screen that gets sent to you guys. Everytime this error happens the message on screen is ‘encoding textures’ 42%
I tried the build again with 5k trees and crashed, 2k trees and crashed. When I used only 500 trees it did NOT crash.
I have the same problem on the very large architectural scene with lots of details… Need to know where is the limit…
I was able to avoid this error by using foliage reapply to uncheck the ‘enable static lighting’ option in foliage instance settings for all my trees etc.