FBX Static Mesh LOD count > MAX_STATIC_MESH_LODS crashes the editor

Hi,

I don’t know if this is a known limitation or has been noted somewhere (cannot find references to it), but when I import say 5 static mesh lods from an FBX, the 4.4 preview editor build from git it asserts in

StaticMesh.cpp line 1031

“check(LODIndex >= 0 && LODIndex < MAX_STATIC_MESH_LODS);”

and just dies. I would expect it stop importing more LOD’s then MAX_STATIC_MESH_LODS which seems to be 4 as standard and warn about that instead of dieing.

Thank you

The UE4 has a LOD limit of 4 stages
https://forums.unrealengine/showthread.php?19945-Is-there-a-LOD-Limit&highlight=lod+limit

Yea I deduced that from the definition of MAX_STATIC_MESH_LODS. I still think crashing on it is an error but… well its got documented once more now.

Hi ,

Sorry we did not get to this sooner. Does the crash still occur for you? If so, could you please post your crash callstack and the crash log file that was created at the time of the crash? The log is located in your project’s Saved/Logs folder. Once I have some more information, I will assign a technician to investigate it further.

Thanks!

What purpose does this serve? Why You can’t have more than 4? Can someone elaborate on this?

Hello Vertex Soup,

The maximum number of LODs is currently 8 by default. However, this can be overridden in the BaseEngine.ini file if needed.