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Luoshuang's GPULightmass

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    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


                            Originally posted by jlb30842164 View Post
                            4.23¿
                            Do you have any news?
                            https://forums.unrealengine.com/deve...ghtmass/page90

                            Originally posted by pax invictus View Post
                            Updated for UE 4.23.0-release.

                            Binaries (still the same link):
                            https://www.dropbox.com/sh/fjr63yeut...Fena?dl=0&lst=

                            GPU Lightmass integration source code rebased onto 4.23.0-release:
                            https://github.com/irobot/UnrealEngi...4.23.0-release

                            Comment


                              Originally posted by mastercoms View Post
                              Getting this error when trying to build: LINK : fatal error LNK1181: cannot open input file 'GPULightmassKernel.lib'
                              I've uploaded GPULightmassKernel.lib in the same dropbox share. You would obviously need to add the path to wherever you save it to the build settings for UnrealLightmass in VS.

                              Comment


                                Originally posted by KM3d300 View Post
                                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
                                JUST SELECT EVERYTHING IN UR SCENE AND BRING THEM NEAR CENTER POINT OF YOUR 3D SCENE i.e AT 0.0.0 OR AS NEAR AS POSSIBLE TO THE CENTRE ORIGIN AND YOUR ERROR WILL NOT BE THERE FOR ANYMORE. Good Luck.
                                CHECK OUT:- Visit https://3darchstuffs.com/ for Unreal arch-viz tutorials, Unreal Demo EXE and Unreal projects with source files.


                                https://www.youtube.com/playlist?lis...X3Sm2Z9NXEHFV9

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