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What to split to work around 2GB packaging limit?

There are several threads about some lingering int32 crashing packaging, reporting "FMemoryWriter does not support data larger than 2GB." All recommend splitting levels into multiple levels, which I've been doing for days but apparently still not enough, as well as compressed lighting, check.

Is there any way to know (code hacks or otherwise) what is being packaged when that 2GB limit is hit?? At this point, we're stuck with using the Editor to run the game.

Thanks, Eric

Product Version: UE 4.20
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asked Jan 08 '19 at 11:55 PM in Packaging & Deployment

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ericatiris
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