HLOD generate proxy meshes crashes on certain levels or sublevels

HLOD generate proxy meshes crashes on certain levels or sublevels… No idea why… a few different sublevels have this issue already. I sent the bug report in after crash… i clicked send and close… but i have no idea how to reference that to u.

MachineId:D3EBC2484103BE1B45B3F590087F686A

EpicAccountId:25a93c40348648ad81705a463b6d9b35

is the only info it gives me.

Update I beleive i fixed this by first setting all blueprint based meshes to not contribute to HLOD.

Then i regenerated the clusters… followed by finally regenerating hte HLOD meshes. Seems to work so far on at least one level that has the problem.

Feature Request: if blueprint meshes arent supported, perhaps they automatically should be set up to not contribute to hlod if they come from a blueprint.

Update #2
This only fixed one of the sub levels to generate HLOD for it… another sublevel still crashes…

MachineId:D3EBC2484103BE1B45B3F590087F686A

EpicAccountId:25a93c40348648ad81705a463b6d9b35

======

Update#3…
I have tested it by generating proxy meshes 1 at a time in the hlod window. I have narrowed it down to the third proxy mesh in the list(maybe others)… the point is some can generate proxy meshes in that sub level… and others crash the editor…

There does not seem to be anything special in that area for it to be crashing… its just static mesh actors from epics “infiltrator” pack. A literal copy and paste from the sewer tunnel section.

Hey kurylo3d,

I was able to use your MachineId to lookup your most recent crashes, and found the one where you added a description for this issue. There are only two routes to follow from here, I can enter the bug where they will request a way in which to reproduce the issue, or you can provide to me a way to reproduce the issue in a new blank project. I can then submit that project to be opened and allow our engineers to cause the crash to occur on their end.

This will allow those who can fix it to understand better where/why/how the crash is occurring along with the crash log information received after experiencing the crash. This is the general approach I have been using as it reduces time and communication necessary between the user and the engineer to get a fix in place.

Let me know if you have further questions.

Thank you,

The first crash i fixed by excluding blueprint meshes… the 2nd is one that still has the issue despite only having static meshes, reflections, lights, and decals in it… utilizing assets from infiltrator. Not sure which you referenced… but in either case i really have no idea how to reproduce it outside that… just the fact that it happens 100% in certain areas of MY project… and those areas have some of the sewer/underground type areas from infiltrator.

I really wish i can be more of help, because i desperately need a way to get performance up to par…

Actually if you want to try to replicate it… simply transfer the infiltrator project to your new project… → open up “VIS_ArtDemo_Access_Tunnel” → enable HLOD on the map… → uncheck merge materials, check bake vertex data to mesh, → generate clusters → generate proxy meshes… (generate proxy meshes will crash it)

were you able to reproduce it with those steps? Also will i get notice if someone is working on it or has a fix for it? Its kind of holding me back development wise…

I think 4.14 may have fixed this issue. It did for some of my maps so far that i have tested with.

We are also looking into the other crashes which could be directly related to this one, which is being handled by Ed in one of your other posts.

Please do your best to follow his instruction so we can get the most important and relevant information regarding your crash as possible.

Thank you,

Same problem in 4.14, generate proxy meshes, results in crash. When i use a persistent level with loaded sublevels, and those sub levels have not independently set HLOD enabled.

It might be crashing because not able to deal with BP Static Meshes

Could you provide me with your crash logs, your ‘dxdiag’, and clear repro steps so I can get the crash to occur on my end?

Let me know if you have further questions.

Thank you,

Hi Andrew, i have isolated the problem, see my post here HLOD proxy generation always crashes editor with certain mesh - Marketplace - Unreal Engine Forums