Getting this error whilst importing VDB

Im getting this following error whenever i try to import my VDB, any suggestions??

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 251] Ran out of memory allocating 1742399006 bytes with alignment 0. Last error msg: The paging file is too small for this operation to complete…

UnrealEditor_Core!FGenericPlatformMemory::OnOutOfMemory'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp:252]
UnrealEditor_Core!FGenericPlatformMemory::OnOutOfMemory() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp:254]
UnrealEditor_Core!FMallocMimalloc::OutOfMemory() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\HAL\MallocMimalloc.h:52]
UnrealEditor_Core!FMallocMimalloc::Realloc() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\MallocMimalloc.cpp:136]
UnrealEditor_Core!FMemory::Realloc() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\HAL\FMemory.inl:111]
UnrealEditor_Engine!UE::Serialization::FEditorBulkDataWriter::Serialize()
UnrealEditor_Engine [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h:3605]
UnrealEditor_Engine!operator<<() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SparseVolumeTexture\SparseVolumeTextureData.cpp:24]
UnrealEditor_Engine!TArrayPrivateFriend::Serialize<UE::SVT::FTextureData::FMipMap,TSizedDefaultAllocator<32> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h:3590]
UnrealEditor_Engine!operator<<() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SparseVolumeTexture\SparseVolumeTextureData.cpp:34]
UnrealEditor_Engine!USparseVolumeTextureFrame::Initialize() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SparseVolumeTexture\SparseVolumeTexture.cpp:902]
UnrealEditor_Engine!UStreamableSparseVolumeTexture::AppendFrame() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SparseVolumeTexture\SparseVolumeTexture.cpp:1132]
UnrealEditor_Engine!UStreamableSparseVolumeTexture::Initialize() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SparseVolumeTexture\SparseVolumeTexture.cpp:1205]
UnrealEditor_SparseVolumeTexture
UnrealEditor_SparseVolumeTexture
UnrealEditor_UnrealEd
UnrealEditor_AssetTools
UnrealEditor_AssetTools!MakeTDecl<SCheckBox,RequiredArgs::T0RequiredArgs>()
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_DisplayClusterEditor

UPDATE:

Now im getting a seperate error like this

Assertion failed: ((int64)Resolution.X * (int64)Resolution.Y * (int64)Resolution.Z * (int64)GPixelFormats[FormatA].BlockBytes) <= SVT::MaxResourceSize [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SparseVolumeTexture\SparseVolumeTextureStreamingManager.cpp] [Line: 2415]

UnrealEditor_Engine!UE::SVT::FStreamingManager::AddInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SparseVolumeTexture\SparseVolumeTextureStreamingManager.cpp:1391]
UnrealEditor_Engine!UE::SVT::FStreamingManager::Add_GameThread'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SparseVolumeTexture\SparseVolumeTextureStreamingManager.cpp:929]
UnrealEditor_Engine!TEnqueueUniqueRenderCommandType<UE::SVT::FStreamingManager::Add_GameThread'::2’::SVTAddName,UE::SVT::FStreamingManager::Add_GameThread'::2’::<lambda_1> >::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:209]
UnrealEditor_Engine!TGraphTask<TEnqueueUniqueRenderCommandType<UE::SVT::FStreamingManager::Add_GameThread'::2’::SVTAddName,UE::SVT::FStreamingManager::Add_GameThread'::2’::<lambda_1> > >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:411]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:537]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

I am getting the exact same (using 5.3.2)

Assertion failed: ((int64)Resolution.X * (int64)Resolution.Y * (int64)Resolution.Z * (int64)GPixelFormats[FormatA].BlockBytes) <= SVT::MaxResourceSize [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SparseVolumeTexture\SparseVolumeTextureStreamingM

my VDB is not massive, and in past I have imported wayyyy heavier and more detailed vdb

I have tried 32 bit, 16 bit, and i am restarting now to try 8 Bit… hopefully 8 bit solves it

ok so it worked on the default import settings
Attribute A = 8 bit with Density only
Attribute B = 16 bit with Temperature and Flame

that seemed to work

i would want more bits but whatever