Package success, but after start Assertion failed: ResourceState.MaxNumLODs message

Hi there.

I recently packaged my project and it did with success.

(For Info, its a Multiplayer FPS with Players and AI Enemys)

When running the .exe I get the intro video but when the main menu should load it just exits with the error message LogWindows: Error: appError called: Assertion failed: ResourceState.MaxNumLODs <= (sizeof(UEArrayCountHelper(CumulativeLODSizes_Mesh)) - 1) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Streaming\StreamingTexture.cpp] [Line: 90]

Line 90 says:

check(ResourceState.MaxNumLODs <= UE_ARRAY_COUNT(CumulativeLODSizes_Mesh)); check(ResourceState.MaxNumLODs <= UE_ARRAY_COUNT(LODScreenSizes));

I am lost here as the crash file does not seem to help.

Does somebody can help me where to look for this?

I can’t find anything on google and chapgpt is not really helping either.

If there is any more information I should provide please let me know!

Best regards!

Edit: When running everything in the Editor there are no problems. Its just when running the packaged game.

Edit2: I tried removing almost all the included maps and only included the main Menu map that just has the main character in the background and a menu widget but the error remains. I thought maybe some of the enemy characters have bad LODs but as they are not included now and the error remains..

A few month ago I packaged the game and everything worked. I did not change anything on the main menu map so it should not be the map or any actor included. But I am a beginner in this seems to be way beyond my level of understanding

I now removed the character from the main menu map but the error remains.

Edit3: Here is the crash file MyProject_RIGTEST.log - Google Drive

Edit4: As it says

CumulativeLODSizes_Mesh

I think it has to have something to do with a Skeletal Mesh (Player or AI Enemy) that has bad LODs ?

Edit5: I set the LODs for every Character to 1 but it still crashes with mentioned error

Edit 6 : It runs when texture streaming is deacivated, but what does it mean???

Last edit: I kind of solved it. I was using Characters with a random appearance Component. (Starved male from fab). For me, this component triggered the error. I removed it and everything worked again. For now I am using arrays with several different skeletal meshes.

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