Howdy!
I’m testing baking out COIs to bring into Maya for certain parts of our pipeline. With our main CO for the player, baking out any COI crashes with an out of memory error. I have 128 GB of RAM, and VS showed it spiking well above that. Task Manager also shows it hitting the ceiling quite quickly.
I tested with a simpler CO using the same meshes in the COI (but ONLY supplying exactly those meshes), and it worked fine. No crash. This makes me wonder if our main CO, which contains several tables referencing many outfits and meshes, crashes because of all the extra data, even if unused?
For a clear picture:
Working CO: References a simplified morph skel mesh (for using reshape mesh), a body skeletal mesh, and two outfits (each containing 3 skeletal meshes). That’s eight skeletal meshes total.
Crashing CO: References a body skeletal mesh, a metahuman head skeletal mesh, 15 outfits (each containing 3 skeletal meshes), and then several hair assets (10 skeletal meshes). That results in 57 skeletal meshes, but the COI only utilizes 6 of them (body, head, outfit01, outfit02, outfit03, hair).
Our engineer repro’d this and she tried changing CoincidentSimpVerts.Reset() to CoincidentSimpVerts.Empty() to free up memory. This got further but still crashed, saying UE was taking up 90+GB of memory.
Any idea on a fix here? Is the fix just stripping out excess outfit meshes from the parent CO graph when baking out a COI?
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