RC Model integration into UE5

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  • Avatar
    Ondrej Trhan CR

    Hi 8k Vision,

    have you followed this tutorial: https://www.youtube.com/watch?v=kRD0rgCnOWQ&t=1008s ?
    Is the UE5 crashing?
    Have you tried to export different format, not FBX? Which version of RealityCapture do you have?
    How big was your original model? Did you simplified it in one step or in incremental steps?
    Is it possible to open the created FBX in some other model viewer? 

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    8K Vision

    Hey Ondrej, thanks for this fast reply. Regarding your questions:

    I am using UE5.3 and RC 1.2. Up til now I only exportet fbx, and during the import it crashed, no matter if importet with or without textures or normals or which seetings I used.

    The orinial has been a 520 Mio triangle model, reduced to 50Mio in a first step, and 5 Mio in a second reduction. Then reprojecting the original texture to the new model including normals and exporting with the settings from the videos (tried both videos as said)

    However meanwhile, after playing around with the export settings even more (16k textures, 4k textures, format jpg, format png, different texture count and so on) it seems the fbx-mesh does load into UE now, however only without textures. When importing the UDIMs the engine crashes with the message: 

    StaticMesh /Game/NiA/LWL_EG_Geo1_5Mio_4ktextures.LWL_EG_Geo1_5Mio_4ktextures is in use.

    ---
    Running the editor with '-NoLoadStartupPackages' may help if the object is loaded at startup.
    ---


    External referencers of StaticMesh /Game/NiA/LWL_EG_Geo1_5Mio_4ktextures.LWL_EG_Geo1_5Mio_4ktextures:
       StaticMeshComponent /Game/Main.Main:PersistentLevel.StaticMeshActor_UAID_2CF05D9C97A5ED3301_1339334727.StaticMeshComponent0 (1)
          0) ObjectProperty /Script/Engine.StaticMeshComponent:StaticMesh
       StaticMeshComponent /Game/Main.Main:PersistentLevel.StaticMeshActor_UAID_2CF05D9C97A5ED3301_1770479727.StaticMeshComponent0 (1)
          0) ObjectProperty /Script/Engine.StaticMeshComponent:StaticMesh

     

     

    When trying this before messing with the export settings on my own, the engine reported:

    Assertion failed InputMeshData.Sections.Num() 0 && InputMeshData.Sections.Num() = 64 [FileDbuild++UE5SyncEngineSourceDeveloperNaniteBuilderPrivateNaniteBuilder.cpp] [Line 724]0x00007ff8e04715ba UnrealEditor-NaniteBuilder.dll!UnknownFunction []0x00007ff8e042a162 UnrealEditor-MeshBuilder.dll!UnknownFunction []0x00007ff8e04256c8 UnrealEditor-MeshBuilder.dll!UnknownFunction []0x00007ff8e0428e41 UnrealEditor-MeshBuilder.dll!UnknownFunction []0x00007ff8fde8e1f9 UnrealEditor-Engine.dll!UnknownFunction []0x00007ff8fde8f4b2 UnrealEditor-Engine.dll!UnknownFunction []0x00007ff8fdf05330 UnrealEditor-Engine.dll!UnknownFunction []0x00007ff8fdef7c10 UnrealEditor-Engine.dll!UnknownFunction []0x00007ff8fdef8b69 UnrealEditor-Engine.dll!UnknownFunction []0x00007ff8f93d9f41 UnrealEditor-UnrealEd.dll!UnknownFunction []0x00007ff8f92e965a UnrealEditor-UnrealEd.dll!UnknownFunction []0x00007ff8f92e970b UnrealEditor-UnrealEd.dll!UnknownFunction []0x00007ff8f92bab7c UnrealEditor-UnrealEd.dll!UnknownFunction []0x00007ff8f92d2741 UnrealEditor-UnrealEd.dll!UnknownFunction []0x00007ff8e98cd94d UnrealEditor-AssetTools.dll!UnknownFunction []0x00007ff8e98ca1b4 UnrealEditor-AssetTools.dll!UnknownFunction []0x00007ff8e98ce95b UnrealEditor-AssetTools.dll!UnknownFunction []0x00007ff8e98ce398 UnrealEditor-AssetTools.dll!UnknownFunction []0x00007ff8d4a51fe2 UnrealEditor-ContentBrowserAssetDataSource.dll!UnknownFunction []0x00007ff8d4a25fdb UnrealEditor-ContentBrowserAssetDataSource.dll!UnknownFunction []0x00007ff8fb4bba3b UnrealEditor-Slate.dll!UnknownFunction []0x00007ff8fb4e2df6 UnrealEditor-Slate.dll!UnknownFunction []0x00007ff8fb284034 UnrealEditor-Slate.dll!UnknownFunction []0x00007ff8fb266fc6 UnrealEditor-Slate.dll!UnknownFunction []0x00007ff8fb2e02ee UnrealEditor-Slate.dll!UnknownFunction []0x00007ff8fb2c91b1 UnrealEditor-Slate.dll!UnknownFunction []0x00007ff8fb2bd5dc UnrealEditor-Slate.dll!UnknownFunction []0x00007ff94932a92e UnrealEditor-ApplicationCore.dll!UnknownFunction []0x00007ff949319247 UnrealEditor-ApplicationCore.dll!UnknownFunction []0x00007ff94932ce51 UnrealEditor-ApplicationCore.dll!UnknownFunction []0x00007ff9493149a7 UnrealEditor-ApplicationCore.dll!UnknownFunction []0x00007ff9a37ee858 USER32.dll!UnknownFunction []0x00007ff9a37ee4ee USER32.dll!UnknownFunction []0x00007ff8d0e37e59 InkObj.dll!UnknownFunction []0x00007ff96e161028 atlthunk.dll!UnknownFunction []0x00007ff9a37ee858 USER32.dll!UnknownFunction []0x00007ff9a37ee299 USER32.dll!UnknownFunction []0x00007ff94932e148 UnrealEditor-ApplicationCore.dll!UnknownFunction []0x00007ff6a7ac7114 UnrealEditor.exe!UnknownFunction []0x00007ff6a7ae0d9c UnrealEditor.exe!UnknownFunction []0x00007ff6a7ae0e8a UnrealEditor.exe!UnknownFunction []0x00007ff6a7ae3c4d UnrealEditor.exe!UnknownFunction []0x00007ff6a7af5564 UnrealEditor.exe!UnknownFunction []0x00007ff6a7af8736 UnrealEditor.exe!UnknownFunction []0x00007ff9a4847034 KERNEL32.DLL!UnknownFunction []0x00007ff9a4c026a1 ntdll.dll!UnknownFunction []

    when crashing. 

    I am not using a lame laptop or stuff like this, it a serious engine with 128Gigs ram, a Nvidia RTX3090 and a AMD 5950x on Win10prof. in most current update state. So that should not cause any issues I hope. 

    I will keep on trying with other settings (ah, BTW, yes the model is manifold), however am a bit frustrated that both "official" video workflows do not work out that easy as it seemed on the first glimbse. The other video I used as reference was this one: https://youtu.be/WrCOhes1Zgg

     

    In case you have any additional ideas, you are very welcome.

     

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    Ondrej Trhan CR

    Hi, I think that this could be related to using testing version of UE5:
    Is it also happening on version 5.0.2?
    Can you try reduce the model in 50% incremental steps? The first simplification is quite big and that could cause some errors.

     

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    8K Vision

    Thanks Ondrej, that are 2 new good ideas I will test and report back. 

    However, for my understanding, could you explain what kind of "errors" could be caused by a big reduction rate so that the final model crashes in UE? Isn´t it that either an object is manifold or not? I mean we are talking triangles here... they can be big, they can be small, but they do stay triangles, right? ;-)

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    8K Vision

    So news from Cologne: After reducing the maximum amount of textures in RC to 16 (4K), both, png, and jpg, the fbx mesh and the textures DID load into UE 5.03. However the normal maps are imported completly wrong (displaced and turned the wrong way round). But slowly getting there it seems. Will keep you posted here. 

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    Ondrej Trhan CR

    You are right, it was just idea, as with big simplification some part could be simplified quite a lot and the geometry is then corrupted somehow. But maybe this is not connected with import.

    Thank you for posting.

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