Content Browser in the large project

Hi! I have a large sandbox project (about 1+tb). And when I try to start to compute the assets (even folder with 3 SM's) - all process is stalling. I've wait about 30min, but it doesnt work. So I have to kill the process. My project is about 100k+ assets. Is there a way to use the assets right from UE content browser?
21 Replies
andreyatneo
andreyatneoOP•3w ago
So a quick update - I found the solution - just insert the asset into scene and use the menu. But what about tagging? Is there a way to compute assets in a very large projects?
Bleak
Bleak•3w ago
The way i got around this (especially if using asset packs) is to do the tagging in the external project - so i have a nature project, a urban project, and industrial project etc. I then add the asset pack when i buy one or add an asset to the relevant pack. I can then just switch between my external projects assets in my main project and it is much much faster. Any new assets i have and need in the main project i can add if needed and migrate it later to the external project. (if that makes sense!) The cool thing is i can choose which external projects i want to use in dash, then use the unified view to see all assets from all linked projects (and search) without loading absolutely every asset i have
andreyatneo
andreyatneoOP•3w ago
Yeah! Thanks for respond! That is a very good pipeline! But to achive this pipeline, I have to create a tens of projects which contain usefull assets packs. So in my example - I need to recompile all pipeline (of using 1 sandbox projects) from start - it will take a lot of time. So I wonder is there a way to calculate assets faster, mb in background process. It would be cool if I could set up calculation in weekend i.e. ...
DanielFreden (Dash for UE5)
Hey @andreyatneo 🙂 Very strange that it don't work even with a small folder with just 3 assets. Could you try again, while having the UE output log open and record your screen so we can see what is happening? It is definitely a good idea to start with smaller folders, rather than a folder with 100K assets. And fyi, it is more or less a background process, it opens another UE instance in the background and does some stuff there. If I can get such a video we can figure out the main problem and get you starting with tagging! 🙂
andreyatneo
andreyatneoOP•3w ago
Thanks for respond! Sure I will. Here also some notes I would like you to take a notice: - I try to compute a folder with only 3 static mesh in it. - The whole project is big - about 1,5 tb size. But the folder to compute has only 3 assets. I've create a new blank project andd this 3 assets in it, and it computes pretty quick. - When I try to compute - everything is stall, so I think that there will no any additional log appear. But I will try. - The whole project start about 3-5 minutes. Might be difficult to open another UE instance if this instance is a project size relevant. But I wait about 30 minutes and nothing happens, but the process od UnrealEngine is taking 15% of CPU power.
DanielFreden (Dash for UE5)
Great details! Don't think we have tried such a big project ourselves, so can definitely be the issue🤔 If nothing seems to appear in the output log, I will ping the lead on this and we can see if he has some ideas
andreyatneo
andreyatneoOP•3w ago
Here is the screencast of process. It is nothing happens.
DanielFreden (Dash for UE5)
Thanks! @Costantino any ideas here?
Costantino
Costantino•3w ago
I think it might be related to the error in console, that shoehow stops the other parts of the library
Costantino
Costantino•3w ago
You can try to replace this file inside your DASH_INSTALLATION\Plugins\UnrealEngineContext\Imports\GN\UnrealContentLibrary
Costantino
Costantino•3w ago
Also, running this python script in unreal before clicking on compute might reveal some useful log info import GN.UnrealContentLibrary.LibraryProject as PR PR.BATCH_WITH_LOG = True PR.SILENCE_CRASH_REPORTS = True PR.logger.setLevel(0)
andreyatneo
andreyatneoOP•3w ago
Thanks a lot! I will try to check this a little bit later (hope today) and give a feedback.
andreyatneo
andreyatneoOP•3w ago
Hi! I've try this steps. But it doesnt showed a result. Everything stall, as before. I also show an error indicated after I've change .py script
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Jhosep Chevarria
Jhosep Chevarria•2w ago
I reported this issue many times months ago. If you want to compute 3 assets in a folder, Dash will analyze all your assets (the full +1TB) first, and then compute your 3 assets, which won't happen (the engine will be frozen). What worries me is that the team is still asking for logs when we know what the main issue is for large projects. I have never used the Dash Content browser since I got the license.
andreyatneo
andreyatneoOP•2w ago
I had a similar thoughts about that. It will be grate, if the developers can isolate the scan area according user's needs and not to scan the whole project.
Costantino
Costantino•2w ago
Hey @Jhosep Chevarria , we are gradually improving the content browser to scale with big projects and become more efficient and a generic asset management solution. We did not expect to be so widly adopted and we are doing a lot into making it more suited to a wider array of use cases. Regarding your issue @andreyatneo it could be related to a bigger compatibility problems. With python plugins the python environment in unreal can only be one, and the typing_extension error happens when another python plugin is adding some other packages which are older than the one we use. Do you have loaded the ML deformer plugin or python foundation?
andreyatneo
andreyatneoOP•2w ago
@CostantinoNo, ML deformer and Python Foundation is switched off.
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Costantino
Costantino•2w ago
Do you have anything in Project\Intermediate\PipInstall ?
andreyatneo
andreyatneoOP•2w ago
Yes, here what I have
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Costantino
Costantino•2w ago
if you are not using any python plugin other than Dash, that's likely a leftover of another python plugin, which seems causing clashes with the module "typing_extensions". Not sure if this will solve the other issues as well, but deleting that folder should remove clashes in the python environment. If that doesn't work, we can do a remote session with team viewer so I can check if I'm missing something about the situation.
andreyatneo
andreyatneoOP•2w ago
I did try to delete this folder, when facing with Sophon starting issues. After deleting, this folder is automatically filled when starting UE Proejct again. And after another try of scanning folders, UE stall again.

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