Unreal Engine freezes when i load a foliage type

When i drag a foliage type into the foliage type drag and drop thing the unreal editor freezes!
It’s really annoying!
My computer also gets very hot when the unreal editor freezes,
like 80 degrees celsius (176 degrees fahrenheit).

Here are some examples:

(using Unreal Engine 4.12.3)

Hey GamerOrigineel,

If my memory serves correct, the assets you are attempting to load in both video examples come from the Kite Demo/Open World Demo project. If that is the case, and you migrated them from a separate project, they need to be initialized and loaded into memory before you can use them.

This freezing does not occur with a simple cube mesh when you click and drag it into the Foliage Mode, so this does not have to do with the foliage mode itself. The assets you are opening are very high poly and use large textures. Your computer needs to finish processing the assets, which is happening during the freeze. You will see the engine is still running processes when the freeze occurs. I would try waiting for at least 5 minutes before trying to close the editor.

Let me know if you have further questions or need additional assistance.

Thanks,

I have the same issues, nowadays, yes using the Kite demo. I understand the need to load these high quality assets… But, can I let them load all at once as its own thing? So it doesn’t freeze me when I select and add some as Foliage. Like right-click menu option over a folder in the content menu.

EDIT: Seems like Validate Assets in Folder do this, but I don’t really know the technical correctness of that.

Procedural Landscapes- Six Years later and I am seeing the same issue with the Open World Demo Collection which downloads as the KiteDemo. A freeze results when a static mesh is added to the Foliage Types array as per the version UEv5 Procedural documentation.

I downloaded the Open World Demo Collection into a UEv5.0 project then converted the project to v5.1. When I add a static mesh to the to the Foliage Types array, UE appears to freeze.

I know there are cases where the interface freezes, but UE is still working behind the scenes until a job is finished. I’ve allowed it to sit for 30 minutes, before force quitting UE. Can it take longer than 30 min to compile or do whatever it is doing?

Tomorrow, I’m going to try this with a v5.0 project and see if the same things happens. Has anyone had success with this? How long does it take the engine to process I’m assuming the 6GB of data that is in the Kite Demo?

Thanks! :thinking:

OK, update. Today I’m running through the v5.0 Procedural Foliage Documentation in a UEv5.0. project.

Dealing with the Open World Demo Collection (downloads as KitDemo, which has only been updated to 5.0) , when adding a static mesh the to the Foliage Types Array, it took 1 hour for whatever background processes that are happening to complete.
Now I was adding a single small mesh and this took an hour. I’d guess that whatever is being processed is being processed for the entire 6GB Collection.

Most irritating, is that even though on some lengthy computations, it could take a long, time you’ll still see it counting down, such as how many shaders are left to compile. However, in this and other cases, UE has a nasty habit of where the interface locks up, nothing counts down, and unless familiar with UE, even if you are, you are sitting there wondering, is it Locked or is it still functional? For this circumstance, it’s was a 1 hour site, and might vary up or down based on your hardware.

IMO, the architects behind Unreal Engine, need to address this, figure out how to keep the interface functional for lengthy computations.