Is there a LOD Limit?

Hello,
there seems to be an LOD Limit and I don’t know if it is supposed to be there. My Editor always crashes when I try to import an LOD 4 or even when I want to add a SpeedTree Tree with 4 or more LOD’s my Editor instantly crashes.
Is there anyway to remove that Limit or is this just a bug, because If there is an option “Import LOD 4” than it should work.

!Id:b4885864a3399d9071a9755861a0d965

Access violation - code c0000005 (first/second chance not available)

Assertion failed: LODIndex >= 0 && LODIndex < MAX_STATIC_MESH_LODS [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.3\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp] [Line: 1028]

UE4Editor_Core + 1054492 bytes
UE4Editor_Core + 1118782 bytes
UE4Editor_Slate + 3508629 bytes
UE4Editor_Slate + 513792 bytes
UE4Editor_Slate + 232522 bytes
UE4Editor_Slate + 235672 bytes
UE4Editor_Slate + 3422269 bytes
UE4Editor_SlateCore + 653991 bytes
UE4Editor_SlateCore + 653991 bytes
UE4Editor_SlateCore + 653991 bytes
UE4Editor_SlateCore + 653991 bytes
UE4Editor_SlateCore + 653991 bytes
UE4Editor_SlateCore + 653991 bytes
UE4Editor_SlateCore + 653991 bytes
UE4Editor_SlateCore + 653991 bytes
UE4Editor_SlateCore + 653991 bytes
UE4Editor_Slate + 720889 bytes
UE4Editor_Slate + 719853 bytes
UE4Editor!FEngineLoop::Tick() + 3513 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\launchengineloop.cpp:2101]
UE4Editor!GuardedMain() + 476 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\windows\launchwindows.cpp:207]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Hello,

Yes, UE4 has a limit of 4 LODs per static mesh. If you include a billboard, that uses up one of them, too.

We can probably avoid a crash, however, by 1) limiting the number of LODs in the SpeedTree Modeler and 2) skipping any extra LODs during import.

But in practice when you weigh aesthetics vs optimal resource usage, any more than 3 geometry LODs is usually overkill.

Thanks for the report

Okay Thanks for the Information!

Might want to add a note/warning in the modeler for UE4 when you try to add more than 4 LOD levels since I’m guessing a lot of people will have the same problem.