Out of VRAM when trying to convert level to world partition

The level is 8x8 KM, the GPU is a RTX3070 with 8GB of VRAM.
I have converted other levels of this same size without any problems, but this one seems to be impossible.
I have tried to run the commandlet both within the editor and from command line, makes no difference.
I also deleted everything in the scene except the landscape, in case that could make a difference, but no luck.

I will attach the last part of the log, please let me know if there is something I can do to reduce VRAM usage during this process and convert the level.

.\UnrealEditor.exe 'D:\UE4 Projects\Titan\Titan.uproject' -run=WorldPartitionConvertCommandlet Level_One.umap -AllowCommandletRendering
[2023.04.13-07.33.01:569][  0]LogWorldPartitionConvertCommandlet: Display: Deleting existing conversion results started...
[2023.04.13-07.33.01:569][  0]LogPackageName: SearchForPackageOnDisk took   0.000s, but failed to resolve /Game/Levels/Level_One/Level_One_WP.
[2023.04.13-07.33.01:570][  0]LogWorldPartitionConvertCommandlet: Display: Deleting existing conversion results took 349 us
[2023.04.13-07.33.01:585][  0]LogWorldPartitionConvertCommandlet: Initializing level Level_One.
[2023.04.13-07.33.01:586][  0]LogChaos: FPhysicsSolverBase::AsyncDt:-1.000000
[2023.04.13-07.33.01:587][  0]LogWorldPartition: ULevel::OnLevelLoaded(Level_One)(bIsOwningWorldGameWorld=0, bIsOwningWorldPartitioned=1, bIsValidLevelInstance=0, InitializeForMainWorld=1, InitializeForEditor=0, InitializeForGame=0)
[2023.04.13-07.33.01:587][  0]LogWorldPartition: Display: WorldPartition initialize started...
[2023.04.13-07.33.01:587][  0]LogWorldPartition: UWorldPartition::Initialize(Asset=Level_One, IsEditor=1, bPIEWorldTravel=0 IsGame=0, IsCooking=0)
[2023.04.13-07.33.01:593][  0]LogContentBundle: [Container: Level_One] Creating new contrainer.
[2023.04.13-07.33.01:593][  0]LogWorldPartition: Display: WorldPartition initialize took 5 ms
[2023.04.13-07.33.12:277][  0]LogWorldPartitionConvertCommandlet: Display: PartitionLandscape started...
[2023.04.13-07.33.48:191][  0]LogD3D12RHI: Display: D3D12 CreateCommittedResource failed with params:
	Heap Type: 1
	Heap Flags: 4096
	Resource Dimension: 3
	Resource Width: 16384
	Resource Height: 16384
	Format: 2
	Resource Flags: 0
[2023.04.13-07.33.48:194][  0]LogD3D12RHI: Error: Adapter->CreateCommittedResource(Desc, GetGPUMask(), HeapProps, InCreateState, InResourceStateMode, DefaultState, InClearValue, &NewResource, InName, false) failed 
 at D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12PoolAllocator.cpp:403 
 with error E_OUTOFMEMORY

[2023.04.13-07.33.50:113][  0]LogConsoleResponse:      1 = 66624 KB (2D 11560x11560 PF_DXT1 sRGB UAV) VirtualPhysicalTexture
[2023.04.13-07.33.50:113][  0]LogConsoleResponse:      4 = 65728 KB (2D 2856x2856 PF_FloatRGBA sRGB) VirtualPhysicalTexture
[2023.04.13-07.33.50:113][  0]LogConsoleResponse:      2 = 65536 KB (2D 8160x8160 PF_G8 sRGB) VirtualPhysicalTexture
[2023.04.13-07.33.50:113][  0]LogConsoleResponse:      3 = 65280 KB (2D 4080x4080 PF_B8G8R8A8 sRGB) VirtualPhysicalTexture
[2023.04.13-07.33.50:113][  0]LogConsoleResponse: 
[2023.04.13-07.33.50:113][  0]LogConsoleResponse: Pool: 257/257 MB (referenced/allocated)
[2023.04.13-07.33.50:113][  0]LogConsoleResponse: 
[2023.04.13-07.33.50:113][  0]LogConsoleResponse: RDGResourceName (what was rendered this frame, use <RDGResourceName>@<Version> to get intermediate versions):
[2023.04.13-07.33.50:113][  0]LogConsoleResponse:    MipGeneration
[2023.04.13-07.33.50:113][  0]LogConsoleResponse: 
[2023.04.13-07.33.50:115][  0]Cmd: rhi.DumpMemory
[2023.04.13-07.33.50:137][  0]RHI resource memory (not tracked by our allocator)
[2023.04.13-07.33.50:137][  0]0.000MB total
[2023.04.13-07.33.50:138][  0]LogWindows: FPlatformMisc::RequestExit(1)
[2023.04.13-07.33.50:138][  0]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 0)
[2023.04.13-07.33.50:139][  0]LogCore: Engine exit requested (reason: Win RequestExit)

Bump!

Close your editor windows. Close pie/minimize the process. Try to see if it runs that way.

If it doesnt, then theres a memory leak in the process and all you can do is file a bug report/try different engine version until its patched…

Btw, you can probably export the heightmap and recreate the thing properly if you got all the way down to deleting all but the landacape…
Convert a level thats flat, change the heightmap after it got converted.

Thanks, but as I said, I tried the command line version and the result was the same.

Sure… But if you don’t file an actual bug report it likely won’t ever be fixed…

You can’t report a bug just because some piece of software doesn’t work as you expect, especially when as user is almost impossible to know what is going on in the background.

I managed to get it working by increasing the size of the shaders cache.

It’s more than likely a memory leak. But triage is exactly what the support team for bug reports is paid to do…