Stop or Wait?

Hello Community, have you ever faced such a wait for Landscape Building? I’ve clicked HLOD build in the window before starting the process. The Build Status reached 64% 7 hours ago.

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Hey there @Bravoebello! How large is your landscape? HLOD’s are quite expensive on large landscapes and can take quite a long time, though 8 hours is quite high! My largest landscape HLOD build took roughly an hour and a half for reference, so it looks like it got stuck. I would recommend stopping the build, then retrying. If the retry fails, you may need to delete the previously built HLODs altogether and relaunch.

This can occur if memory tops off just once, but it is supposed to fail safely however, in this case it doesn’t seem to have worked!

Hi thanks for your reply! Yes, It’s a very large world with multiple landscapes. I’ve stopped the Build at hour 9. I’ve tried to perform more precise builds than “Build all Levels” and try to get a Log message or something to understand that silent stuck i’ve got.
In the end i’ve found that a Packed Level Actor had some problems about material override.
I’ve removed the Packed Level Actor and the build finished in 7 minutes.
So for everyone who face large times related to “Build all Levels”, try to run specific builds then watch for the log message window if pops up.

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Awesome work! Was the material override causing errors, or more importantly how did you verify the actor causing the issue? Was it the external actor ID shown in the warning?

When i’ve tried to run the “Build All Materials” , the Log Messages Window showed up with 3 Warnings and 1 Error.
The warnings were related to something i can’t remember right now but Material Instances of the Packed Level Actor were involved.
The Error was about another Packed Level Actor with a missing reference (to a material i guess). That was unexpected because i haven’t got any problems until the build.

I’ve found which actors were causing the issue by simply clicking on the link provided in the warnings and error.
I’ve removed then both the Packed Level Actors involved in warnings and errors.

The strange thing is that other Packed Level Actors and Static Meshes which use the same materials passed the build so i guess i broke something in those BP. I’ll try to investigate further but i think i’ll just re-make them without create a packed level instance.

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Great! Thanks for the information! It’s somewhat rare to get much experience debugging HLOD failures, as sometimes if they fail there’s no errors, no information, and often no real reason besides the aforementioned memory running out, so this is great for determining how to help users in the future!

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