Unable to Launch Session of UEFN project due to errors

I checked out the prefab, seems OK, could be responsible like the straw that breaks the camels back…
Move the taco prefab into a new folder, select everything you want and right click detach, then you should be able to delete the rest and the prefab root without issue.

That there… the old out of video memory error… thats it.

Information online about this, gives recommendations for updating gpu drivers and stuff

I don’t know but with UEFN I suspect the cause of this is in the engine, somewhere between bug and inefficiency that compounds with size/amount ???

First try with a reduced Cell Size & Loading range - set your grid size and loading range to 8100. A lot more grids but hopefully smaller bites for the engine to chew on.

I don’t know if changing scalability to low and running fortnite in performance mode would help, but it’s possible, the error is with the D3D12, directX 12…

The amount of things added to HLOD is a factor, but its a big job to go through everything. Anything mean’t to be seen from a distance should be included in HLOD, anything else should be left out.
Prefabs are usually OK they have most of the little props not included. But maybe you could refine it more, for example the taco prefab, has inside walls included in the HLOD, maybe they could be excluded. the only thing to consider is if a sniper ouside the loading range can see through a window and hence through the wall to see someone who thinks theyre hiding.
It also has a yellow bollard included in the HLOD, which would be insignificant from a distance, because it’s close to a wall and could be excluded without too much visual impact.

I don’t think you’ll have to go through everything…maybe, but turn on the HLOD Preview Grids and see what grids have the most props in them, concentrate on these ones first.

Do you have any custom assets like materials ?, the error does reference a rendering resource, but this could be the HLOD generated one.

Might want to make a new HLOD layer before doing HLOD builds until it’s working.

@Hardcawcanary I’m so dumb… I forgot to say that through the process of trying to fix stuff, I already deleted the prefab. It ended up deleting most of the stuff I had copied and placed down in the restaurant I showed a screenshot of. You can see there are still things like the outdoor seating outside that didn’t get removed. Sorry I was thinking of too much when writing the last thing out and didn’t mention this last part. Anyways, I don’t know if there’s anything I should do differently now. Would getting rid of those things that weren’t deleted be good?

I’ll go fix the loading range and cell size and I chose to not use any custom materials for this map so no on that. And I can create a new HLOD, would I just follow the same steps as last time.

I think they should be fine.
If there are any problems with them, theyshould show up in the logs after the out of video memory error gets fixed.

Yeah follow those delete HLOD steps

@Hardcawcanary Just wanna make sure, delete the Newer HLOD I made and create a new one?

Yes, and Do Not save after you hit replace references

@Hardcawcanary Went and made a new HLOD layer along with deleting the old one, still getting a failure when trying to build the HLOD though. I can try again but not sure.

@swaggod is having a similar unknown function error

maybe if we can find something in common it could point to the issue

@Hardcawcanary I’m definitely gonna watch some tutorials and try and learn more about HLODs but from what I saw in there, I need to have a hierarchy system with my assets? What I’ve been doing is just putting stuff down and occasionally copying things from prefabs but instead I should have each building kinda connected with all of its smaller assets, and then each building would be connected towards something bigger like the whole city. I’m just try to put the pieces together so correct me if I’m wrong, definitely gonna go and learn more. Also, still can’t build my HLOD after trying some of the fixes in the other thread, do I need to have this built in order to continue putting stuff down and creating the project? Just wanna get more of a grasp of the HLODs and figure out what I need to do to have this fully working again.

Yea I have also heard about needing a hierarchy but not sure what that looks like implemented, my assets are in folders based on area so not sure if I need a major restructuring or not. My project also uses a lot of custom assets, I wondered if that was the problem at first but I tried disabling all custom assets and was still not able to build.

@swaggod Yea I saw someone mention that in your thread and it made sense to me but I don’t know exactly how I would restructure everything and go about it. It would be easy to group everything by location for me but do I just put that all under the HLOD file and then in separate folders? I’ve just placed things down with no organization so I’d need to go back and move everything I just don’t know if that’s what I need to do. As far as custom props, I don’t have anything so that where we differ in situations. I’ve been able to do everything but build this HLOD.

@Hardcawcanary @swaggod Do you guys know if I would start organizing things in these folders??

The template islands like tilted towers have no folders or heirarchy. it’s just thousands of unorganized actors.

i think folder structure is just for personal preference, the folders are only used by the editor and the engine organises it differently.

Don’t worry about the HLOD folder, don’t modify it or put anything in it. I think its normally not seen unless you’ve allowed it with Editor Preferences.

OK I’m wrong, the HLOD folder is always in outliner, Editor Preference allows you to disable loading them all for UEFN performance.

@Hardcawcanary I gotcha, so from my knowledge, you just have to manually do it in “LOD” if you don’t want something apart of the HLOD. Also, am I okay to continue creating buildings and all of that or should I still focus on building the HLOD. If so, I’m gonna see if taking a bunch of unnecessary assets of of the HLOD will work.

I’m getting the impression from what I’m reading that World Streaming is automatic and doesn’t require a hierarchy,

Yes, that sounds good. cutting down on HLOD,
you could probably also keep building

I’ve also found some docs about the new Runtime Hash Class, the older one is WorldPartitionRuntimeSpatialHash and the new upgraded one is WorldPartitionRuntimeHash.

Maybe using the new Runtime Hash Class could give better results… or worth a try… I haven’t used it myself yet.
Check-in changes first as a safety net…
It’s settings look a bit more complex, but the important bit is the default HLOD layer is pointing to your HLOD layer, a few people have had trouble with it because setting it is not obvious if it doesn’t do it automatically.

@Hardcawcanary Gotcha, I’ll do that and I’ll take a look at the Runtime Hash, where will I find that?

In the world settings tab, above the grid and loading range setting.

1 Like

@audieloco @swaggod

the error from reply 20 above is giving a dx 12 error, using the info from the post below to force editor to use DX11… could possibly be a workaround ???