Update I beleive i fixed this by first setting all blueprint based meshes to not contribute to HLOD.
Then i regenerated the clusters… followed by finally regenerating hte HLOD meshes. Seems to work so far on at least one level that has the problem.
Feature Request: if blueprint meshes arent supported, perhaps they automatically should be set up to not contribute to hlod if they come from a blueprint.
Update #2…
This only fixed one of the sub levels to generate HLOD for it… another sublevel still crashes…
MachineId:D3EBC2484103BE1B45B3F590087F686A
EpicAccountId:25a93c40348648ad81705a463b6d9b35
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Update#3…
I have tested it by generating proxy meshes 1 at a time in the hlod window. I have narrowed it down to the third proxy mesh in the list(maybe others)… the point is some can generate proxy meshes in that sub level… and others crash the editor…
There does not seem to be anything special in that area for it to be crashing… its just static mesh actors from epics “infiltrator” pack. A literal copy and paste from the sewer tunnel section.