Error: run out of video memory while building HLODS

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

World Building

Summary

Hey everyone, I’ve been trying to build HLODS for the past few days on my island, however, whenever I try it HLOD building starts and continues for around 3 minutes and then a popup shows up: Build failed. See logs for more details. And every time I check logs it’s the same issue: run out of video memory. The strangest part is that logs show that there is 0 video memory in the system, which is not true, my PC has rtx 3070 which has 8gb of vram.

Steps to Reproduce

Look at my logs

Expected Result

Help me fix this issue and build HLODS on my island

Observed Result

HLOD build fails because for some reason system runs into issue where VRAM’s memory budget is 0 MB and and HLODS can’t be built because of that

Platform(s)

PC

Additional Notes

Here’s the logs:
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.17:300][603]LogD3D12RHI: Error: Interfaces.CopyCommandList->Close() failed
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.17:306][603]LogD3D12RHI: Error: Video Memory Stats from frame ID 7536750:
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.17:307][603]LogD3D12RHI: Error: Local Budget: 0.00 MB
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.17:318][603]LogD3D12RHI: Error: Local Used: 0.00 MB
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.17:318][603]LogD3D12RHI: Error: System Budget: 0.00 MB
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.17:318][603]LogD3D12RHI: Error: System Used: 0.00 MB
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.17:318][603]LogWindows: Error: appError called: Fatal error: [File:D:\build++Fortnite\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 844]
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.17:318][603]LogWindows: Error: Windows GetLastError: The handle is invalid. (6)
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:594][603]LogThreadingWindows: Error: Runnable thread Background Worker #1 crashed.
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:595][603]LogWindows: Error: === Critical error: ===
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:595][603]LogWindows: Error:
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:595][603]LogWindows: Error: Fatal error: [File:D:\build++Fortnite\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 844]
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:595][603]LogWindows: Error: Out of video memory trying to allocate a rendering resource
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:596][603]LogWindows: Error:
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:596][603]LogWindows: Error:
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:596][603]LogWindows: Error: [Callstack] 0x00007ff7706aca7d UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:596][603]LogWindows: Error: [Callstack] 0x00007ff7706ae30f UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:597][603]LogWindows: Error: [Callstack] 0x00007ff77061289e UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:597][603]LogWindows: Error: [Callstack] 0x00007ff77060c872 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:597][603]LogWindows: Error: [Callstack] 0x00007ff770678de7 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:599][603]LogWindows: Error: [Callstack] 0x00007ff7741ca6b8 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:599][603]LogWindows: Error: [Callstack] 0x00007ff7741c1840 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:599][603]LogWindows: Error: [Callstack] 0x00007ff7741e0d13 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:600][603]LogWindows: Error: [Callstack] 0x00007ff7741715e6 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:600][603]LogWindows: Error: [Callstack] 0x00007ff772fdf2b3 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:600][603]LogWindows: Error: [Callstack] 0x00007ff774bdf689 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:600][603]LogWindows: Error: [Callstack] 0x00007ff774be2696 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:601][603]LogWindows: Error: [Callstack] 0x00007ff768fa27a5 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:601][603]LogWindows: Error: [Callstack] 0x00007ff77495b6db UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:601][603]LogWindows: Error: [Callstack] 0x00007ff774940566 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:601][603]LogWindows: Error: [Callstack] 0x00007ff7749dd2e4 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:601][603]LogWindows: Error: [Callstack] 0x00007ff774b952c7 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:601][603]LogWindows: Error: [Callstack] 0x00007ff774b94f69 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:602][603]LogWindows: Error: [Callstack] 0x00007ff83b9e7374 KERNEL32.DLL!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:602][603]LogWindows: Error:
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.07.28-20.03.18:602][603]LogWindows: Error: Crash in runnable thread Background Worker #1

This thread may help

Otherwise, try this, may not help with your situation, but worth a try with any HLOD problems, make a new HLOD file in content browser, delete your old one, replace references with your new one on the first window, but don’t save anything when the next one pops up.
Then build Landscape (ignore the 1000’s of yellow warnings, filter them to see errors) and the build HLODs
Delete HLODs via the Build menu doesn’t always work, this gives it a fresh start.

What is your cell size and loading range ?
Are most of your props added to HLOD or just the props that can be seen from a distance ?

Most of my props are added to HLODS and my project size is 12%, loading range: 127766 :slight_smile:

1 Like

Depending on your maps size, thats quite a massive loading range, it may be confusing the HLOD builder being so big.

The cell size above loading range in world settings, is it also as large ?
For a medium size map with medium amount of props, I think you may get better results by testing first with a cell size say 8000 and a loading range, maybe 12800.

Also all props that cannot be seen from as far away as the loading range is, should not be included in the HLODs, only things that give a building or environment the details it needs to make it look right from a distance.

1 Like

Hey, I tried your settings and it worked. But then I decided to add some more assets to HLODS and tried to build HLODS one more time, but now it doesn’t build on same settings :frowning:

What are the errors that come up ?

You may be able to see this quickly by right clicking on your HLOD layer and run a validate assets on it.

Did you modify HLODs or Loading Ranges on Landscape stuff or Devices ?
Some of them make it go funny.

No I just added 5 more things and didn’t change any settings. Tried to build with the same ones. Error is run out of video memory. It’s strange because even if I try to build hlods just like before (when it succeeded) it still won’t build. It looks so random, is there any way to prevent hlods eating all my vram? Like could I maybe set so uefn could only use like 60%?

Hey, how’d you go here…

I lost the marked notification for this post.

Hi, I just maxed out my loading range as hlods didn’t want to biuld ): ( others explained that they are just messed up and for 10% + map size map you only can generate them with 4090 that has 24 GB of vram, epic should fix this so less memory would be needed each second :frowning: