Freeze when using "Fracture Mesh" on certain meshes

Create a Fracture Mesh using StaticMesh’/Game/Props/SM_MatPreviewMesh_02.SM_MatPreviewMesh_02’ (from the starter content). Hit the Fracture Mesh button. The editor will freeze.

Hello, Ixiguis!

I just checked on my machine and you’re totally right - this freezes consistently. I’m not sure what’s causing it, but I’m reporting this bug right away.

Thanks for your help,

Jonathan

Hey guys!

Fracturing certain static meshes still crashes UE4, so Im wondering if you have people looking into this yet? Its been a known issue for a while now it seems, so it would be good to know if you`re pushing out a fix in the near future :slight_smile:

Cheers,

Roald

Hi Roald,

Fracturing ‘SM_MatPreviewMesh_02’ causes a ‘freeze’ because of the complexity of the mesh. It actually works fine, there’s just no way to cancel the very slow process once it starts. If you’re seeing actual crashes (with crash logs and crash reports) upon fracturing destructible meshes, that sounds like a different issue and one that should be reported. Do you have any reproduction steps or a mesh that consistently causes these crashes?

Hi Jonathan!

I tried fracturing a very simple mesh (3000 tris) with the default settings & the editor completely froze every time I clicked the fracture button. Maybe Im just impatient, but I vaguely remember that this process was much quicker (on similar meshes) in earlier versions of ue4 and udk? The workstation Im using is also pretty top notch, so that shouldn`t be a problem either.

Ill test it again at work tomorrow morning while the coffee is brewing, so Ill keep you updated and send the logfiles if it continues to freeze.

Cheers!

This would seem accurate that this should happen. The mesh in question is a very high poly mesh and from my experience with PhysXLabs and the fracture tool in the editor the more complex of a mesh you have with a higher poly count the longer it will take to calculate the fractures. Obviously a more simplistic mesh will fracture more quickly because there is less to calculate.

For instance the SM_MatPreviewMesh will take longer to fracture because it has more to process for calculating the voronoi fracture.