PLEASE HELP - HARD CRASH ON STARTUP

Hello! sorry for the delay, nah, i actually already did what you said, not the same level but another, i opened up the map file in C++ but couldn’t find reference to the landscape nanite 6, although, i don’t really know how to use C++ anyway, maybe i missed something

please help, i do not want to delete that map, do you know of any idea how to delete that nanite landscape?

its saying there is that missing or corrupted nanite mesh, so is there a way to clean out the code without opening up the map??

after that, what should i do??

I’m misunderstanding, how are you opening the map’s data? .umap files are binary and aren’t able to be parsed (much) other than the engine itself and would require a rather skilled engineer to reverse engineer the serialization.

If the landscape is corrupted, there aren’t many ways to edit the umap file itself. For normal meshes I’d usually recommend deleting the mesh itself in the content files. However in your case, first back up your project, then you may be able to go into your autosaves folder ProjectFolder/Saves/Autosaves and find your map and replace your damaged version with the one from the autosaves folder. Let me know how that goes!

unfortunately i had to revert to a fairly old backup, but it should mostly be fine if i’m able to make some custom landscape brushes, do you know how to do such thing? where i can create like a heightmap with multiple raised and lowered parts so i can do more at once? do you know how i would make my own custom brushes? would i need photoshop?

Understandable! So when it comes to landscape brushes, you can create them in a nondestructive manner this way, just changing the material when the brush is created:

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(Older video but still relevant)

Though if you have a heightmap you want as a layer nondestructively without needing to prepare a brush, you can also just import a heightmap as a layer:

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Thanks Friend! also i’m a bit curious, do you know if or when UE5 will ever add like a skeletal mesh editor/Model editor that will be proficient in editing metahumans instead of like porting your mesh to blender via converting to fbx and sculping there, for example if i wanted like the nose of a character a unique shape, that i’d easily be able to remold it without any heavy recalibration processes, i was hoping that UE 5.4 would have something like sculpt mode in blender, maybe there is, i just don’t know, or even if its possible with a metahuman!

I have no insider knowledge on what could be coming down the pipeline, but it’s unlikely to see upgrades to the modeling toolkit to be able to work with Metahumans effectively, while you can make a mesh and sculpt it in the toolkit, it’s still easier to use a third party program like Blender. That said it’s not impossible for the team to be cooking up an in engine metahuman editor, as the web browser variant doesn’t seem like it’s final form and there might be expansions to the metahuman plugin that only currently handles animation and mesh to metahuman conversion.

For now I’d stick with 3rd party programs to prepare any major changes for Metahumans.

i hope so, it’d be nice for more simplifications, terrain and world building is easy for me, coding and character creating is a little more difficult. it does look like things are more simple with blueprints but it’d be cool to see everything be done with simple promps like A.I. does, like maybe instead of setting up blueprints for weapons, it’d just be built in since almost every game has weapons, like i’d imagine it something like a drag and drop situation, just binding the weapon to the character model and adding its functions from there, i did notice it is more easier then before though, less nodes in blueprints

You’d actually be surprised how difficult making a generalized weapon system for everyone actually is. For example, the base character in Unreal seems really versatile at a glance, but in many cases it doesn’t fit the use case for even games that require similar character types. This is the same for weapons. Users could in fact use Lyra as a base for all weapons systems, but in most cases rolling your own affords you more control.

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