Hello,
Nearly at the end of level export to usd i encounter the following error.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000003f0
omniverse_connection
omniverse_connection
omniverse_connection
omniverse_connection
omniverse_connection
omniverse_connection
omniverse_connection
omniverse_connection
omniverse_connection
omniverse_connection
omniverse_connection
omniverse_connection
omniverse_connection
omniclient
omniclient
omniclient
omniclient
omniclient
ucrtbase
kernel32
ntdll
Could you give me any insight ? Is it related to certain prop in the world or something with the omniclient / nucleus ?
Im exporting CityPark free environment from Epic marketplace
I am sorry that you’re seeing a failure here. In this case where you have the omniverse_connection library in your callstack I would typically point my blame towards the communication library within the Omniverse Client library.
- I would verify that my target Nucleus server is online and communicating properly.
- I would make sure that if my Nucleus server was remote (not
locahost) that the network connection didn’t have any serious disconnects during the export.
- You can get some very verbose logs by enabling
Open Developer Log in the project settings, as defined in the Project Settings docs. These are quite verbose, but you’ll see what the client library is doing if it continues to disconnect.
IIRC the CityPark level is not small. Sometimes, I prefer to use the File>ExportAll option instead of the Export to Omniverse option when the maps are huuuuuuge to separate the export from the network copy (when not using localhost). You can use Nucleus Navigator to copy the exported folder later.
Hi LouRohan,
Thanks for the quick response. The Nucleus server was a localhost. I believe it was one time bug, a restart of the UE Editor resolved the problem. So i managed to export to USD.
Now I have another question, but I might open a new thread. I’m trying to open the exported USD in Isaac Sim, on a beefier equipment. In UE the CityPark map works on mid-end performance laptop with 4gb of VRAM. IsaacSim is running on 8gb of VRAM but when opening the USD the program crashes because of OOM. Do you have any tips and tricks on resolving the out of memory problem with the USD? I saw something about reusing the materials across assets ?
Best regards,
Regarding the exported USD stage and opening in IsaacSim.
I assume this is the City Park Environment Collection, as seen in this video?
I remember that the export for this was rather large when I tried it, and it really pushed our plugin to its limits. I would recommend these changes, but I’m not sure there’s an easy button here…
- It looks like there’s a big landscape actor (I’m guessing from the video). The Connector uses brute-force geometry for landscapes, so it’s very inefficient. You can try changing the LandscapeActor’s
Export LOD to 1 or 2 to reduce the size of the landscape mesh.
- There are lots of instanced meshes, make sure you enable USD Scenegraph Instancing on the export.
- I’m not sure that this level has Landscape Grass, but if it does any you’re exporting it, that can be very large, try unchecking Export Landscape Grass in the export options.
- After that, it’s possible that your OOM issues are due to textures. IsaacSim should be able to stream them so it doesn’t crash, but maybe try loading the stage with NO materials by checking Disable Material Loading in the Common Render Settings. If the geometry all loads, then you can guess that you have a material or texture issue.
- One trick I’ve used in the past is to batch edit a bunch of large Unreal textures to cap their size (from 4k to 2k or even 1k). We do not have an option in the exporter to do this (yet) because it sometimes requires a creative eye.
- Last idea… try exporting LESS of the map… I know you initially want the entire thing, but it might need some work.
I’m downloading the project as I type this and would love to get back to you eventually with any more ideas I might have.