Hey, so I’m relatively new to unreal but, have fiddled around with version 4.27 a few years back and managed to get my landscape imported and set up with lods, and was beginning to populate it when I ran out of time and had to abandon my project.
Fast forward to a couple of weeks ago and I have a new game idea and figured I’d go with the newest version as that’s got to be better, right…? Well, I got my landscape imported, material set up, all that jazz, and I’ve been trying to create hlods for the terrain to improve performance, it ALWAYS kicks back an “unable to complete build” error, and the log states that its running out of memory even though I have my page file set to 512gb. So, after looking into it online it seemed like a lot of other people were having this issue as well, but, I’m not running virtual textures, or shadow maps, and I even brought the texture size down to 64px just to see if that would solve the problem. I’m trying to build using a max lod setting of 5, and an lod 0 screen size of 2, in an effort to reduce the hlod mesh density. Nothing helps. I havent been able to complete a single successful build. So, I thought I’d give nanite a try and see if I could simply go with that instead of using lods…nope! I can enable nanite on my landscape but as soon as I try to build the nanite mesh, the engine crashes. Try to build the individual tiles, save, engine crashes. Simply enable nanite and save, ENGINE CRASHES! I’m getting soo tired of banging my head against the wall trying to solve this issue to get better optimization but, I just don’t know what else to do. If anyone has any insights I’d be forever in your debt. I’m about ready to throw in the ■■■■ towel and just go back to UE4…