Hello, I wanted to import the moon model that I created in blender (with a total weight of 1.5 gigabytes and 50 million polygons…) into Unreal Engine 5, but I can’t help but do it because I get the following error:
LoginId:291f8e4e46dfdf8c2ddb479877a32289
EpicAccountId:0ff075f05cae4f50b69443721312f3f5
Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Serialization\MemoryWriter.h] [Line: 49] TMemoryWriter with IndexSize=4 does not support data larger than 2147483647 bytes. Archive name: None.
UnrealEditor_Engine!TMemoryWriterBase<TSizedDefaultAllocator<32> >::Serialize() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Serialization\MemoryWriter.h:49]
UnrealEditor_Chaos!Chaos::operator<<<3>() [D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\ChaosCore\Public\Chaos\Vector.h:1334]
UnrealEditor_Chaos!Chaos::TBox<float,3>::SerializeAsAABB() [D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\Box.h:481]
UnrealEditor_Chaos!Chaos::operator<<<Chaos::FAABBVectorized,TSizedDefaultAllocator<32> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\ChaosArchive.h:389]
UnrealEditor_Chaos!Chaos::FTrimeshBVH::Serialize() [D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\TriangleMeshImplicitObject.h:281]
UnrealEditor_Chaos!Chaos::FTriangleMeshImplicitObject::SerializeImp() [D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\TriangleMeshImplicitObject.h:659]
UnrealEditor_Engine!Chaos::FChaosArchive::SerializePtrChaos::FTriangleMeshImplicitObject() [D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\ChaosArchive.h:238]
UnrealEditor_Engine!Chaos::FChaosArchive::SerializePtrChaos::FTriangleMeshImplicitObject() [D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\ChaosArchive.h:269]
UnrealEditor_Engine!Chaos::operator<<<Chaos::FTriangleMeshImplicitObject,TSizedDefaultAllocator<32> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\ChaosArchive.h:479]
UnrealEditor_Engine!FChaosDerivedDataCooker::Build() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\Experimental\ChaosDerivedData.cpp:119]
UnrealEditor_DerivedDataCache!UE::DerivedData::Private::FDerivedDataCache::FBuildAsyncWorker::DoWork() [D:\build++UE5\Sync\Engine\Source\Developer\DerivedDataCache\Private\DerivedDataCache.cpp:495]
UnrealEditor_DerivedDataCache!FAsyncTaskBase::DoWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:289]
UnrealEditor_DerivedDataCache!FAsyncTaskBase::Start() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:276]
UnrealEditor_DerivedDataCache!UE::DerivedData::Private::FDerivedDataCache::GetSynchronous() [D:\build++UE5\Sync\Engine\Source\Developer\DerivedDataCache\Private\DerivedDataCache.cpp:604]
UnrealEditor_Engine!GetDDCBuiltData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodySetup.cpp:1340]
UnrealEditor_Engine!UBodySetup::GetCookedData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodySetup.cpp:1416]
UnrealEditor_Engine!UBodySetup::GetCookedFormatData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodySetup.cpp:392]
UnrealEditor_Engine!UBodySetup::CreatePhysicsMeshes() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodySetup.cpp:423]
UnrealEditor_Engine!UStaticMesh::ExecuteBuildInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMeshBuild.cpp:496]
UnrealEditor_Engine!UStaticMesh::BatchBuild() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMeshBuild.cpp:352]
UnrealEditor_Engine!UStaticMesh::Build() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMeshBuild.cpp:133]
UnrealEditor_Engine!UStaticMesh::Build() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMeshBuild.cpp:376]
UnrealEditor_UnrealEd!UnFbx::FFbxImporter::PostImportStaticMesh() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Fbx\FbxStaticMeshImport.cpp:2381]
UnrealEditor_UnrealEd!UFbxSceneImportFactory::RecursiveImportNode() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Fbx\FbxSceneImportFactory.cpp:2259]
UnrealEditor_UnrealEd!UFbxSceneImportFactory::RecursiveImportNode() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Fbx\FbxSceneImportFactory.cpp:2278]
UnrealEditor_UnrealEd!UFbxSceneImportFactory::ImportAllStaticMesh() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Fbx\FbxSceneImportFactory.cpp:2143]
UnrealEditor_UnrealEd!UFbxSceneImportFactory::FactoryCreateBinary() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Fbx\FbxSceneImportFactory.cpp:1173]
UnrealEditor_UnrealEd!UFbxSceneImportFactory::FactoryCreateBinary() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Fbx\FbxSceneImportFactory.cpp:910]
UnrealEditor_UnrealEd!UFbxSceneImportFactory::FactoryCreateFile() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Fbx\FbxSceneImportFactory.cpp:892]
UnrealEditor_UnrealEd!UFactory::ImportObject() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Factories\Factory.cpp:206]
UnrealEditor_AssetTools!UAssetToolsImpl::ImportAssetsInternal() [D:\build++UE5\Sync\Engine\Source\Developer\AssetTools\Private\AssetTools.cpp:4123]
UnrealEditor_AssetTools!UAssetToolsImpl::ImportAssets() [D:\build++UE5\Sync\Engine\Source\Developer\AssetTools\Private\AssetTools.cpp:2979]
UnrealEditor_UnrealEd!FEditorFileUtils::Import() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\FileHelpers.cpp:1594]
UnrealEditor_UnrealEd!FEditorFileUtils::Import() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\FileHelpers.cpp:1533]
UnrealEditor_LevelEditor!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:777]
UnrealEditor_Slate!FUIAction::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Public\Framework\Commands\UIAction.h:139]
UnrealEditor_Slate!FUICommandList::ExecuteAction() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:117]
UnrealEditor_Slate!SMenuEntryBlock::OnClicked() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1158]
UnrealEditor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1118]
UnrealEditor_Slate!V::TBaseSPMethodDelegateInstance::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:281]
UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:465]
UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:390]
UnrealEditor_Slate!SMenuEntryButton::OnMouseButtonUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:434]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,FSlateApplication::RoutePointerUpEvent'::
8’::<lambda_2> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:442]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5279]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5857]
UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5813]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2243]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2750]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1919]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:929]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:145]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5850]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:180]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
I read every post on the Internet but nothing helped (and there were about 100 of them), I want to make a solar system, but I can’t split the moon because I need 2 objects so that it doesn’t lag))) I have 64 Gigabytes of RAM, and rtx 2080super with 40 gigabytes, but this didn’t help me very much:\ I wait a little over an hour, then I see the message that the import is 80% complete and the application crashes,
I would ask you please hurry up because I need to create about 4 billion planets)