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    hi guys i have huge problem with 4.23.0 gpulightmass on yesterday. (binary version)

    BUILD SUCCESSFUL for win64 but when i run the package exe i get this message. i did check RHI settings and setted dx12. (raytace activated project)

    https://i.ibb.co/Mpmy0cZ/packerrror.jpg

    Engine version verified and problem gone. A really big problem on gpu lightmass with 4.23.0 (even packaging successful but not working). please alert users/developers to this problem.
    Last edited by Nocturness; 09-07-2019, 05:50 AM.
    Amberify Asset Pack | UE4.18 / 4.24
    Neonfiy Asset Pack | UE4.18 / 4.24
    Kinetica Asset Pack | UE4.23 / 4.24

    Comment


      Is there any similar project that works on Unreal for Mac?

      Comment


        Originally posted by maxbrown View Post
        Many Thanks Pax! very much appreciated.

        Strange thing is; with 4.23 I need to revert to the original UE code or my projects crash on the Quest. Easily done with a simple bat file but still would be nice if that wasn't necessary.
        Any GPUlightmass users who use the Quest who noticed the same?
        Originally posted by Nocturness View Post
        hi guys i have huge problem with 4.23.0 gpulightmass on yesterday. (binary version)

        BUILD SUCCESSFUL for win64 but when i run the package exe i get this message. i did check RHI settings and setted dx12. (raytace activated project)

        https://i.ibb.co/Mpmy0cZ/packerrror.jpg

        Engine version verified and problem gone. A really big problem on gpu lightmass with 4.23.0 (even packaging successful but not working). please alert users/developers to this problem.

        I can confirm I have the same problem with GPU Lightmass. Everytime I package the project I need to copy back original CPU Lightmass files.

        Also using auto-installer from Situx isn't working for me - but this could be something on my side, not sure about that. After I edit BAT file (changing UE version and zip file with GPU Lightmass) and run GPU installation, everything is working. But after reverting back to CPU Lightmass, UE4 crashes and I need to reinstall engine. I think the installer doesn't backup all original files from engine when switching to GPU lightmass (had no problem in 4.20-22). But as I said, this could be something on my side and it's not a big problem, I'm copying files manually. But first problem with packaging is much more uncomfortable. Anyway thanks a lot for keeping GPU lightmass updating

        Comment


          I'm having some issues here... Sometimes it just don't build anymore, there is nothing I can do.. Delete objects, duplicate scenes.. nothing.
          It happened in two different scenes.


          17:44:03: Assertion failed: primitiveCount > 0, file C:\UE4\GPULM-src\GPULightmass\GPULightmassKernel\BVH\EmbreeBVHBuilder.cpp, line 61
          17:44:03: [MaintainConnections] Detected dropped local connection, cleaning up (552EB972)
          17:44:03: [CloseConnection] Closing connection 552EB972 using handle 552EB972
          17:44:03: [CloseConnection] Connection confirmed for disconnection 552EB972
          17:44:03: [CloseConnection] Connection disconnected 552EB972
          17:44:03: [GetMessage] Safely returning to 552EB972 with no message
          17:44:03: [Job] Job has failed! Job executable didn't exit cleanly. Exit code: -1073740791
          17:44:03: [CloseConnection] Closing connection 0E776ADB using handle 0E776ADB
          17:44:03: [CloseConnection] Connection confirmed for disconnection 0E776ADB
          17:44:03: [CloseConnection] Closing orphaned Job (A25C6C6B-4D8A0A60-D223259A-71EEA655)
          17:44:04: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
          17:44:04: [MaintainConnections] Local connection has closed (552EB972)
          17:44:04: [MaintainConnections] Removed connection 552EB972
          17:44:04: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
          17:44:05: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
          17:44:05: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
          17:44:06: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
          17:44:06: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
          17:44:07: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
          17:44:07: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
          17:44:08: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
          17:44:08: [CloseConnection] Connection disconnected 0E776ADB
          17:44:08: [GetMessage] Safely returning to 0E776ADB with no message
          17:44:08: [MaintainConnections] Local connection has closed (0E776ADB)
          17:44:08: [MaintainConnections] Removed connection 0E776ADB
          17:44:08: [MaintainConnections] All connections have closed




          Originally posted by Tomas_TDFM View Post




          I can confirm I have the same problem with GPU Lightmass. Everytime I package the project I need to copy back original CPU Lightmass files.

          Also using auto-installer from Situx isn't working for me - but this could be something on my side, not sure about that. After I edit BAT file (changing UE version and zip file with GPU Lightmass) and run GPU installation, everything is working. But after reverting back to CPU Lightmass, UE4 crashes and I need to reinstall engine. I think the installer doesn't backup all original files from engine when switching to GPU lightmass (had no problem in 4.20-22). But as I said, this could be something on my side and it's not a big problem, I'm copying files manually. But first problem with packaging is much more uncomfortable. Anyway thanks a lot for keeping GPU lightmass updating

          Comment


            Originally posted by Tomas_TDFM View Post




            I can confirm I have the same problem with GPU Lightmass. Everytime I package the project I need to copy back original CPU Lightmass files.

            Also using auto-installer from Situx isn't working for me - but this could be something on my side, not sure about that. After I edit BAT file (changing UE version and zip file with GPU Lightmass) and run GPU installation, everything is working. But after reverting back to CPU Lightmass, UE4 crashes and I need to reinstall engine. I think the installer doesn't backup all original files from engine when switching to GPU lightmass (had no problem in 4.20-22). But as I said, this could be something on my side and it's not a big problem, I'm copying files manually. But first problem with packaging is much more uncomfortable. Anyway thanks a lot for keeping GPU lightmass updating
            I can confirm the packaging issue. I have tried a few different possible solutions without success.

            The main difference, and possibly the root of the problem, is that unlike earlier versions, for 4.23 the original UE4Editor-RHI.dll needs to be overwritten with the file that comes out of building from source. YujiangW himself was the one who graciously informed me that this is necessary.

            While the source code modifications to the editor, that allow GPU Lightmass to work, do not touch (AFAICT) UE4Editor-RHI, apparently the version that the compiler produces on my end is somehow different from the original.

            Unfortunately, I do not know enough about the details of cooking, packaging and the shader compiler to be able to diagnose/fix the problem on my own.

            If having to switch between the original and modded version of the editor is too much of a hassle, some might find it easier to build from source using my fork.

            I have tested and can confirm that packaging using a locally built, from source, version of UE4 works just fine.

            Comment


              Originally posted by pax invictus View Post

              ... packaging using a locally built, from source, version of UE4 works just fine.
              How you do „packing local build” ? Sorry for ignorance but I’m simple architect using UE4

              Comment


                Originally posted by pax invictus View Post

                If having to switch between the original and modded version of the editor is too much of a hassle, some might find it easier to build from source using my fork.

                I have tested and can confirm that packaging using a locally built, from source, version of UE4 works just fine.
                So, do I just cherry pick GPULightmass from your fork and add it to my source fork ?

                Comment


                  Originally posted by motorsep View Post

                  So, do I just cherry pick GPULightmass from your fork and add it to my source fork ?
                  Yes, you can cherry-pick my fork but after you build, you'll also need to copy over GPULightmassKernel.dll and ProgressReporter.exe from the zip file to the appropriate locations. Unless you want to build them from Yujiang's repo yourself, though that should not really be necessary.

                  Comment


                    Silly question but are Quadro cards supported? P4000?

                    Fresh install using the auto script on 4.22.3

                    <None> === Lightmass crashed: ===
                    Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:c:\ue4-gpulightmassintegration\engine\source\runtime\core\public\Containers/Array.h] [Line: 611]
                    Array index out of bounds: 5870641 from an array of size 5870641


                    0x00007fffb5e3a839 KERNELBASE.dll!UnknownFunction []
                    0x00007fff0fe4ed47 UnrealLightmass-Core.dll!UnknownFunction []
                    0x00007fff0fe516d7 UnrealLightmass-Core.dll!UnknownFunction []
                    0x00007fff0fce234a UnrealLightmass-Core.dll!UnknownFunction []
                    0x00007fff0fc6d699 UnrealLightmass-Core.dll!UnknownFunction []
                    0x00007fff0fc6dde9 UnrealLightmass-Core.dll!UnknownFunction []
                    0x00007ff61a1b6528 UnrealLightmass.exe!UnknownFunction []
                    0x00007ff61a138b70 UnrealLightmass.exe!UnknownFunction []
                    0x00007ff61a13905a UnrealLightmass.exe!UnknownFunction []
                    0x00007ff61a0fb39b UnrealLightmass.exe!UnknownFunction []
                    0x00007ff61a12374a UnrealLightmass.exe!UnknownFunction []
                    0x00007ff61a146dd9 UnrealLightmass.exe!UnknownFunction []
                    0x00007ff61a0fbb64 UnrealLightmass.exe!UnknownFunction []
                    0x00007ff61a11f36d UnrealLightmass.exe!UnknownFunction []
                    0x00007ff61a13e4da UnrealLightmass.exe!UnknownFunction []
                    0x00007ff61a1b1bb8 UnrealLightmass.exe!UnknownFunction []
                    0x00007fffb7297bd4 KERNEL32.DLL!UnknownFunction []
                    0x00007fffb8b8ce71 ntdll.dll!UnknownFunction []

                    Edit: For some reason it doesn't work on particular existing projects.
                    It'll build on a default level though
                    Last edited by KM3d300; 09-11-2019, 01:51 AM.

                    Comment


                      Could it be that, the model is imported from a CAD program (architects love drawing away from world origin which always causes issues but falls on deaf ears) so would the crash occur because the moderl is far away from world origin?

                      Comment


                        KM3d300
                        ​​​​​​​Try a clean cache and validate on Swarm Agent

                        Comment


                          Thanks, Julian Vinet - I tried this too.

                          Starting a project from scratch with the same datasmith import, it works. So I can rule out it's not the origin, so yes it must be a cache issue then.
                          With the swarm agent, it says cache cleared and revalidated but the crash remains.

                          Oh well, not a big deal as can just use GPU lightmass on new projects. Hope it helps anyone else in future.

                          Comment


                            Getting this error when trying to build: LINK : fatal error LNK1181: cannot open input file 'GPULightmassKernel.lib'

                            Comment


                              After working on a clean level for 30 minutes, the error came back.

                              Will try and work out what in the level would be causing this to fail.

                              Okay, so solution was that the model is too far away from origin so it was failing.
                              Moving to centre of world solved the issue.
                              Last edited by KM3d300; 09-11-2019, 11:48 PM. Reason: Solved

                              Comment


                                4.23¿
                                Do you have any news?

                                Comment

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