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Unreal crashes when trying to reopen project after importing a vray-scene with some meshes having more than 8 supported mapchannels.

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  • Unreal crashes when trying to reopen project after importing a vray-scene with some meshes having more than 8 supported mapchannels.

    When importing the mesh of a galley into unreal, 3 meshes give the following error message:

    mesh ... has more than the supported 8 map channels.

    The scene works fine, but when I close and save it and try to reopen it, it crashes, so I have to delete the content in the folder and then reopen the project.
    The mesh has a vraymaterial with just mapchannel 1 and 3 occupied, but I assume there might be a map channel in the mesh somewhere that is not used.

    Edit: Unfortunatelity the meshes throwing the error are not the issue. Something else seems to be wrong, not sure what it is.

    Thank you. Really impressive this plugin.

    Robert
    Last edited by Robert1977; 17-04-2020, 03:22 AM.
    Robert

    Max, VRay, Fusion:

    https://www.youtube.com/watch?v=g5fSLrVzpxg
    https://www.youtube.com/watch?v=bpmJgTb_9Ro

  • #2
    Click image for larger version

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    Screenshot from log window after importing.
    Robert

    Max, VRay, Fusion:

    https://www.youtube.com/watch?v=g5fSLrVzpxg
    https://www.youtube.com/watch?v=bpmJgTb_9Ro

    Comment


    • #3
      Hi Robert

      I cannot seem to reproduce the issue on my end. Can you please send the content of PROJECT_NAME/Saved/Crashes and PROJECT_NAME/Saved/Logs folders, KernelBase.dll and ntdll.dll located in C:\Windows\System32 and/or Test project/scene that reproduces the problem.

      Best regards,
      Alexander
      Alexander Atanasov

      V-Ray for Unreal & Chaos Vantage QA

      Chaos

      Comment


      • #4
        I have solved this. The issue were hidden faces on the edit-mesh-modifier on some objects in Max. The faces were hidden by us accidentally or by a former script. The objects were properly imported into Unreal, but on next opening, Unreal crashed.
        I have implemented a small script that unhides all hidden faces with the meshop.functions.
        I will try to put the information that you requested, together and send it to you.

        This is the line of code for maxscript to fix the issue prior export:

        for o in $ do meshop.setHiddenFaces o #{}
        Last edited by Robert1977; 26-04-2020, 02:34 AM.
        Robert

        Max, VRay, Fusion:

        https://www.youtube.com/watch?v=g5fSLrVzpxg
        https://www.youtube.com/watch?v=bpmJgTb_9Ro

        Comment

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