From 4.9 to 4.10, BSP dissapears after geometry build

Not sure if this is a bug exactly, but not sure where else to post!

So back when 4.10 came out, we went to update immediately, but upon doing so, in our main level if I built lighting, built geometry, or moved anything already in the scene, a lot of BSP would dissapear.

It looks like this: http://puu.sh/mXeEh/b415727ca7.jpg

Anyone know of a solution? We stuck with 4.9 until now to put off the headache but we’re looking to update finally now.

I suspect I may be told that I just need to get the buildings as static meshes rather than using BSP, which we will likely do but if there’s a solution temporarily so we can tweak props for testing before doing that it would be a huge help. Thanks!

Hi ,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • How many bsps do you have in the level? Have you tried converting any to static meshes?
  • What steps can I take to reproduce this error on my end?

Hey , thanks for responding!

  • In a clean, blank 4.9 project, this error does not occur (likely because the error is a result of converting project from 4.9 to 4.10)
  • In a clean, blank 4.10 project, this error does not occur (likely because the error is a result of converting project from 4.9 to 4.10)
  • In a clean, blank, 4.9 project, I create a level, add a large additive bsp cube, and multiple subtractive bsp cubes inside (which is basically how the building in my level is set up), build all, save the level, close engine. Open 4.10 launcher, open 4.9 project just created, open a copy, build geometry again, fiddle around with BSP. The error is not reproduced, so it seems limited to my project.
  • I have a lot of bsp in the level. The main building, on the right half of the picture you can see, has one cube shaped bsp as a "main ", with a long rectangular additive bsp going through it, I then use many subtractive bsp’s to cut into it, making hallways and rooms. There’s a few other smaller buildings using this format as well, but to a much lesser degree.
  • Converting any bsp to static mesh in the level reproduces the error (In 4.10, just to be clear). I know I probably need to use static meshes rather than all this BSP.
  • You can attempt to do what I did in “step 3”, but unfortunately it did not reproduce the error. If I had to guess what it is, it probably has to due with the shear amount of bsp involved in that one building, and after sending it from 4.9 to 4.10, the geometry whacked out trying to calculate how that all works. I could send you my level, if you like. Otherwise, I would make a new level, in a 4.9 project, put a huge load of bsp that intersects and cuts into eachother, build and save, then open the project in 4.10 and try messing around/building/converting to static mesh.

Let me know if you need that level (and if I can send it to you privately) and anything else you need! Thanks for the help! (:

Do you have a copy of the map that I could take a look at? I’ll be happy to test it on my end.

https://drive.google.com/open?id=0B6FhVFc9ihinenRGU0JabXdVZkU

there it is, too big to upload to here haha

if possible please let me know when you’re good with the download so I can make it private again :smiley:

Hi ,

I have requested access to the file via email. Once you give permission I will be able to download the map and test it on my end.

Hey , it’s shared now!

Got it, you can set it back to private. Thank you for the .umap, once I have more information I will post back here.

Are there any specific steps I can take to reproduce this with the map on my end? I’ve attempted both moving geometry and building lighting. In both cases there were no noticeable breaks in the assets. If these cause the error to occur on your end, I believe it may simply be that there are too many bsps for your machine and altering them to static meshes may be the best solution to the error.

Hm I see. And like I said it was just from taking the 4.9 project and converting it to 4.10, but if it’s not happening on your end I’m not sure. I don’t know if it’s relevant to how powerful the machine needs to be but I’m running on a powerful computer. I’ll try and fiddle with it, and if I can’t get it to work I’ll just make static meshes and import them I guess haha. Thank you for your time!

I’ll leave this post open for a few days to see if anything changes. If updating to static meshes does not fix the error, please comment here and we can continue looking into what is occurring.

Sounds good, thanks.

Hey , just to update, I’ve tried on several computers in clean 4.10 projects, opening the map file like you did and it reproduces the error. Tonight I’m going to try at home as well on my PC, hopefully I can get results. If I can just get it to not produce the error, I can convert to static mesh and take it back to the main project!

Bit of a long shot, but if I can’t at all get it to work, is there any chance at all, that you could take all the bsp as part of the main building in the map and convert it to static mesh for me, since the error isn’t happening on your end? as I said, if I can just get that building as a static mesh, the problem will be solved. If not I’ll have to model it from scratch. ):

Hi ,

Unfortunately, that is not something that I will be able to do at this time. I am going to mark this question as answered for tracking purposes.

, I just wanted to let you know I was able to resolve this by getting the map out of the 4.9 project files, creating a blank 4.9 project, opening the map and creating static meshes from there. I’m pretty sure it’s like you said, related to how many BSP were in the scene upon conversion to 4.10. Thanks for all the help you provided!