Hi All. Another noob question(s) and apologies in advance as I’m still getting my head around How a lot of this works.
I am doing a test island to try out various things. I made an XL island, added some landscape etc and then dropped a handful of Fortnite prefabs around, really to see how it affected memory. When I try to launch and it does the upload it takes maybe 15-20 minutes stuck on uploading even though the project size is about 60MB. Just gets to 100% and seems to hang before failing. Looking at the output log I can see issues and retries.
I have no idea if there is some setting I’m missing? I haven’t been able to find a lot of info and maybe that AWS site is down so will maybe wait a while and try again as I did get something to upload and run once but took a couple of attempts and maybe 30-40 minutes before it finally ran.
I’ve also noticed a whole bunch of static mesh errors which all seem to be related to the prefabs.
Additionally errors related to spacially loaded and non-spacially loaded, all that seem to be related to lights but given they are prefabs I can’t modify the light to enable spacially loaded.
Fairly new to this but wondering if prefabs are the way to go (much easier) or try using some of my own assets? I’ll try perhaps a prebuilt smaller island and see if I get the same issues.
Thanks in advance. Peter
Heya,
With the build lanscape output, you can safely ignore the thousands of NULL static mesh yellow warnings, we always get them on most fortnite props. It’s to do with them being created before a UE update and I guess its easier for epic to ignore these than go through and update every fortnite prop.
Do the Build Landscape again and use the filter drop down menu to deselect the yellow warnings.
Take note of the red errors left and post them here.
Any mismatch of spatially loaded actors and non spatially loaded actors between a prop and any props attached to it does this, bit of a headache, but check they are all the same, and I think sometimes you need to detach a prop before you can modify its spatially loaded setting,
Also modifying the spatially loaded & HLOD settings of most devices causes issues, the lights get culled at a certain distance anyway, and landscape tiles too. I generally leave these alone now.
HLODs needs to rebuild before a launch,
I now just totally delete the HLOD from content browser and make a new HLOD layer.
With so many prefabs and changes to spatially loaded settings in your project I recon you should try it when your ready to try and upload again.
Make the new HLOD layer first, delete the old one, replace its references to the new one, save none when asked. Then Build Landscapes, save and Build HLODs.
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Thank you for the reply. I pretty much abandoned my XL island. Probably a bit too adventurous for a first attempt using UEFN.
I switched to the survival island and soon ran into similar issues mostly around the prefabs, but HLOD’s as you mentioned gave some grief. I couldn’t even upload and test at one stage as it just seemed to hang at 100%. Deleting the HLOD’s and recreating seemed to fix that.
Like you mentioned a lot of the prefabs seem to cause problems like warnings about static meshes even they are there, items you can’t enable spatially like lights and holoscreens, and trying to create a mega city with too many just caused memory to go over the 100,000 units so a bit (lot) more learning and maybe a rethink on using prefabs is my next plan. Thanks again.
Don’t give up just yet.
Theres a few things you can still do
When memory is too high you can adjust the Cell Size and Loading Range found in the world settings tab.
You can turn on the grid visibility, you’ll see the cell size and the loading range circle centred around where you are in the editor.
Reduce the grid size and loading range so the prefabs arent all clustered in the same cell or all activated by the loading range.
Moving some prefabs farther apart helps too.
The next issue to deal with is what is actually included in the HLOD, often too much is added to the HLOD, Sometimes I’ll just bulk remove all the HLOD settings in a prefab and then add them back to whatever needs to be seen at a distance like exterior walls.
You can also use prefabs like a palette.
Thank you. Yes haven’t given up yet and deleting those HLOD’s and rebuilding has certainly fixed most problems with not uploading and validation problems. Making sure to check memory as shoving a dozen prefabs down to make a packed city to fight in doesn’t work well and can understand why Epic spreads things out in a normal Fortnite game.
There are a lot of little nuances I’m getting my head around. Take a chest for instance. You pop one down but have no way to change the items. OK you go into creative and can just add a bunch to a chest which works great. Then you find that chest takes twice as long to open and has a slightly different texture. Then you try and find a way to change that texture to the default or something else but nope.
I’m sure things will update as time goes by and I’ve yet to delve into the whole Verse stuff where you can do a lot more, so yeah good fun exploring all the cool things it can do. Cheers
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