I’m trying to import a 4x4 1009x1009 tiled landscape. I enable edit layers on import and select my LAM, as well as fill out my 7 individual layers. Everything was working fine yesterday but after making some mask adjustments in World Machine and re-exporting, importing in UE4 causes a freeze 100% of the time. I’m working from source built 4.26 and VS doesn’t spit out any errors, but my output log shows the following:
[2021.03.20-14.24.34:965][202]LogSlate: Window 'Import Tiled Landscape' being destroyed
[2021.03.20-14.24.34:979][202]LogSavePackage: Moving '../../../../../Unreal Projects/Ironband/Saved/Auto_LayerInfo9AA5534A406ECF1278D31FB3830F064F.tmp' to '../../../../../Unreal Projects/Ironband/Content/Levels/L_OpenWorld/L_OpenWorld_sharedassets/Auto_LayerInfo.uasset'
[2021.03.20-14.24.34:982][202]LogSavePackage: Moving '../../../../../Unreal Projects/Ironband/Saved/Cliff_LayerInfoD41328A7446F8DF9BA5F9F8EE7145833.tmp' to '../../../../../Unreal Projects/Ironband/Content/Levels/L_OpenWorld/L_OpenWorld_sharedassets/Cliff_LayerInfo.uasset'
[2021.03.20-14.24.34:985][202]LogSavePackage: Moving '../../../../../Unreal Projects/Ironband/Saved/Sand_LayerInfoADD28DDE45EA1AC8606BB3895D36909F.tmp' to '../../../../../Unreal Projects/Ironband/Content/Levels/L_OpenWorld/L_OpenWorld_sharedassets/Sand_LayerInfo.uasset'
[2021.03.20-14.24.34:987][202]LogSavePackage: Moving '../../../../../Unreal Projects/Ironband/Saved/Dirt_LayerInfoF66CBD5A41A43A805052A19C022B1B3C.tmp' to '../../../../../Unreal Projects/Ironband/Content/Levels/L_OpenWorld/L_OpenWorld_sharedassets/Dirt_LayerInfo.uasset'
[2021.03.20-14.24.34:990][202]LogSavePackage: Moving '../../../../../Unreal Projects/Ironband/Saved/Grass_LayerInfo119664954BD59B7524C57E986E861002.tmp' to '../../../../../Unreal Projects/Ironband/Content/Levels/L_OpenWorld/L_OpenWorld_sharedassets/Grass_LayerInfo.uasset'
[2021.03.20-14.24.34:993][202]LogSavePackage: Moving '../../../../../Unreal Projects/Ironband/Saved/Rocks_LayerInfo3828B29444B3B4819179809605CB5F38.tmp' to '../../../../../Unreal Projects/Ironband/Content/Levels/L_OpenWorld/L_OpenWorld_sharedassets/Rocks_LayerInfo.uasset'
[2021.03.20-14.24.34:995][202]LogSavePackage: Moving '../../../../../Unreal Projects/Ironband/Saved/Snow_LayerInfoC3B618544261C6D3CDB1E798D3F24D9F.tmp' to '../../../../../Unreal Projects/Ironband/Content/Levels/L_OpenWorld/L_OpenWorld_sharedassets/Snow_LayerInfo.uasset'
[2021.03.20-14.24.35:053][202]LogUObjectHash: Compacting FUObjectHashTables data took 1.55ms
[2021.03.20-14.24.35:056][202]LogSavePackage: Moving '../../../../../Unreal Projects/Ironband/Saved/Height_x0_y08FC440A14D14003CC5FCE88DB9F3CA3E.tmp' to '../../../../../Unreal Projects/Ironband/Content/Levels/L_OpenWorld/Height/Height_x0_y0.umap'
[2021.03.20-14.24.35:316][202]LogTexture: Display: Building textures: Texture2D_4 (BGRA8, 128X128)
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[2021.03.20-14.24.36:727][202]LogUObjectHash: Compacting FUObjectHashTables data took 1.95ms
[2021.03.20-14.24.39:871][202]LogSavePackage: Moving '../../../../../Unreal Projects/Ironband/Saved/Height_x0_y0E6A39DB34C13F24ACA141A985F288F92.tmp' to '../../../../../Unreal Projects/Ironband/Content/Levels/L_OpenWorld/Height/Height_x0_y0.umap'
[2021.03.20-14.24.39:872][202]LogWorld: UWorld::CleanupWorld for Height_x0_y0, bSessionEnded=true, bCleanupResources=true
[2021.03.20-14.24.39:873][202]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
[2021.03.20-14.24.39:886][202]LogUObjectHash: Compacting FUObjectHashTables data took 1.47ms
[2021.03.20-14.24.39:954][202]LogUObjectHash: Compacting FUObjectHashTables data took 1.88ms
The thread 0x5ea4 has exited with code 0 (0x0).
The thread 0x6ce4 has exited with code 0 (0x0).
The rest of my threads proceed to exit with code 0 while UE4 stays at 0% cpu usage, until I force quit. Any idea how I can get more information about what is going on? Any ideas yourself? Any help would be greatly appreciated
I should add, importing without a material selected works fine, as does applying the material post-import however with 7 layers per tile, that would take an extremely long time for 16 tiles so I really need to be able to assign the weight maps on import. I’ve seen other people throw around the words “too many bugs to explain” and that the solution is to important the tiles with a dummy material. Is there really still no way to import weight maps as intended?