Hello! I am trying to import model with 332 750 polys into UE4.6 and it doesn´t work. It just shows 50% right away and UE4 editor freezes, and i have to terminate process to close it. Can you help me with it? I´d rather not share the model if it is possible.
Normally you should be abel to import meshes with >64.000 vertices.
https://forums.unrealengine/showthread.php?30514-Poly-Count-limits
All of the above are correct that there is no limit that you’ll ever get close to. The highest poly count I’ve imported, as a stress test, was 2.5 million tris. You wouldn’t want to use something that is high poly like this for run-time performance reasons but it’s possible, especially if you’re patient as it could take a while depending on your system specs for something that high in poly count.
That being said, Mobile does have a limit of 500k tris for any view. If you’re focused on mobile this can be found in the documentation here.
You didn’t specifically ask about what should your model poly counts be for everything but just to cover all bases this is a very subjective question. The real answer there is “It Depends.” This depends on the style of game you want and what your ultimate goal is and your modeling skill level and a ton of other factors. The main thing is remembering that you need to find the balance between what works for your style and performance. A lot of times, by using good LODs and textures you can get away with less modeled geometry. Sometimes this is not the case.
I hope this helps!
Let it go. It is not frozen, likely just thinking. I have had them stop at 50 and then also at 75. Large meshes take a while.
Hardware limitations is nearly the only import cap.
The problem that you may be seeing is that when you import the mesh needs to be triangulated which can increase time of import. A mesh that has many small pieces can also take a while to import seemingly making it look like the editor has frozen.
https://forums.unrealengine/showthread.php?54610-Unreal-Engine-4-7-Preview&p=225076&viewfull=1#post225076
Here is some more information as well for consideration (taken from the post above):
This is not specific to 4.7 Preview 6, 7, or 8.
There are some improvements that will help with meshes over 50k polygons coming, but the issue here is that when you import a mesh that is very complex, has a lot of pieces, and is not triangulated into the editor the import process is going to optimize it.
If you triangulate your mesh before exporting to FBX this can improve the import time.
When you import a mesh with lots of small objects and combine them vs non-combined there is a bunch of copying around in memory which can take a while. Right now, when these are being combined it saves after each piece has been combined which can slow down the process. There is some things in the work to help with this but from what I’ve been told this is still needs testing.
Cache optimizing index buffers. With this step there is attempts to organize the index buffer which will map vertices to triangles which in turn allows the GPU to more efficiently load vertices for many faces. This means that there is a need to optimize the mesh before it is rendered.
It may appear like the editor is freezing at the 50% mark, but in-fact it’s still processing your mesh. Depending on the complexity and the considerations above can directly affect how long the import process may take. If you let the computer continue, in time it will import, but depending on the system it could be a while. In some of my test with some Arch Viz and machinery assets I’ve seen import times take up to 7 1/2 hours for a single mesh that was being combined, high poly, and lots of small pieces.
I hope this has helped explain some of what you’re seeing with your long import times.
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It has imported. After waiting for like 15 minutes. I think we can close this topis Many thanks.