Using 5.8, Is Anyone Successfully Packaging A Game With PVE Trees?

Can someone please help me resolve the following:

--
LogLoad: LoadMap: /Game/FirstPerson/Lvl_FirstPerson?Name=Player
Assertion failed: At >= 0 && At < (uint32)IndexStorage.Num() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Public\RawIndexBuffer.h] [Line: 198]

-- followed by:

Assertion failed: At >= 0 && At < (uint32)IndexStorage.Num() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Public\RawIndexBuffer.h] [Line: 198]

Basically, if there’s a PVE asset (skeletal mesh, skeleton, static mesh), 1 in 20 packages will run. The rest crash or freeze with the exact lines above upon trying to handle the one tree I’ve got in my scene.

I’ve tested this a dozen ways, to isolate the PVE asset. It’s is definitely the trees, and most likely the nanite foliage. Ultimately, I need help.

Hello there @ObjOri!

The errors you are getting suggests UE is trying to acess a mesh’s index buffer, and failing to do so. SInce you are sure it’s the trees + nanite at fault, then the first thing I would test is to rebuild the mesh data.

If the issue persists after the rebuild, the next step is to fully disable Nanite from the trees. Open them up, uncheck “Enable Nanite Support”, hit Save, and try to cook again.

There’s also the chance of invalid or corrupted data present from previous pack attempts, so I would recommend a cache clear. To do so, navigate to your folder’s main directory, then delete folders DerivedDataCache, Intermediate, and Saved.

Finally, depending on the tree you are using, if it’s a FAB asset, there could be something in the way its built, that clashes with your project. Make a quick test, replacing the affected trees from standard ones from the engine, or even a different marketplace asset, and check if the issue remains.

I just solved the problem today, for me anyway. Apparently, I had to stage the trees in a data layer set to unloaded, which I then “activate” after a few seconds. . . The problem of my packaged game crashing was so random, it occurred to me there simply may not be enough time, in some runs, to properly index. A split second was all that was required. . .

Sheesh!

But, wow! Did I learn a lot about PVE assets. . .

Thank you, for responding. I really appreciate it, despite my finding a solution.

— for anyone having a similar issue:"

You cannot stage with a persistent/sub-level setup with partitioning. Data Layers are required. Persistence / sublevel setups aren’t available when world partitioning is enabled.