Build static lighting from command line

Hi,

For continuous integration and automated packaging scripts in general, would be very useful to be able to build the lighting of a map from command line.

Currently it seems not possible (from AnswerHub: Build lighting from command line - Rendering - Epic Developer Community Forums):

I think it could have been solved. User @Bozaro on AnswerHub reported that you can achieve it with:


UE4Editor.exe "<.uproject file>" <map name> -AutomatedMapBuild CLDesc="<commit message>" UseSCC=<true|false>

I’m unable to find any documentation on this feature. Does anyone know what UseSCC actually does? If it’s true is it going to check in all of the files? Does it check out (and lock) the files at any point i.e. are we going to have any lock or commit conflicts?

Looking at the linked AnswerHub, you can pass UseSCC=false.

Another developer reported a problem in FEditorBuildUtils::EditorAutomatedBuildSubmit(), where the level is (was?) saved before the building of lights is completed.

This feature is definitely not working with the command line here. It’s launching the editor, checking out the files, checking in the files, and then closing. It never actually builds the lighting.

+1 for this, I’m running a VR archviz company with a lot of quick turn around projects. We need to do frequent light builds over night so to be able to automate this would help massively.

I believe this is possible now? Problems building lighting from command line - Rendering - Unreal Engine Forums

Once the lighting has been built from the command line I’m assuming we have to save the project or at least save the map? IF so is there a Command line command to save a map?

A new commandlet has been added to 4.10 to build lighmaps: https://github.com/EpicGames/UnrealEngine/commit/f89256dd0efb7d0b1427729a8f8a6007

As it uses the “ResavePackages” commandlet, I think the maps embedding the new lightmaps will be automatically saved.

Getting errors:
"
[2019.03.17-01.51.15:732] 0]LogStreaming: Display: Took 0.348s to InitEngineTextLocalization.
[2019.03.17-01.51.16:780] 0]LogWindows: Error: === Critical error: ===
[2019.03.17-01.51.16:780] 0]LogWindows: Error:
[2019.03.17-01.51.16:784] 0]LogWindows: Error: Fatal error!
[2019.03.17-01.51.16:784] 0]LogWindows: Error:
[2019.03.17-01.51.16:785] 0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
[2019.03.17-01.51.16:786] 0]LogWindows: Error:
[2019.03.17-01.51.16:787] 0]LogWindows: Error: [Callstack] 0x00007ff9ac3180e0 UE4Editor-WindowsMixedRealityHMD.dll!UnknownFunction ]
[2019.03.17-01.51.16:788] 0]LogWindows: Error: [Callstack] 0x00007ff9bf692602 UE4Editor-D3D11RHI.dll!UnknownFunction ]
[2019.03.17-01.51.16:789] 0]LogWindows: Error: [Callstack] 0x00007ff9bf69c2ab UE4Editor-D3D11RHI.dll!UnknownFunction ]
[2019.03.17-01.51.16:790] 0]LogWindows: Error: [Callstack] 0x00007ffa1b11fba5 UE4Editor-RHI.dll!UnknownFunction ]
[2019.03.17-01.51.16:791] 0]LogWindows: Error: [Callstack] 0x00007ffa1b128cc9 UE4Editor-RHI.dll!UnknownFunction ]
[2019.03.17-01.51.16:795] 0]LogWindows: Error: [Callstack] 0x00007ff7eb71cd67 UE4Editor-Cmd.exe!UnknownFunction ]
[2019.03.17-01.51.16:797] 0]LogWindows: Error: [Callstack] 0x00007ff7eb715783 UE4Editor-Cmd.exe!UnknownFunction ]
[2019.03.17-01.51.16:798] 0]LogWindows: Error: [Callstack] 0x00007ff7eb7159ea UE4Editor-Cmd.exe!UnknownFunction ]
[2019.03.17-01.51.16:799] 0]LogWindows: Error: [Callstack] 0x00007ff7eb7248da UE4Editor-Cmd.exe!UnknownFunction ]
[2019.03.17-01.51.16:800] 0]LogWindows: Error: [Callstack] 0x00007ff7eb72584e UE4Editor-Cmd.exe!UnknownFunction ]
[2019.03.17-01.51.16:801] 0]LogWindows: Error: [Callstack] 0x00007ffa649981f4 KERNEL32.DLL!UnknownFunction ]
[2019.03.17-01.51.16:801] 0]LogWindows: Error: [Callstack] 0x00007ffa677ba251 ntdll.dll!UnknownFunction ]
[2019.03.17-01.51.16:802] 0]LogWindows: Error:
"

CrashContext.runtime-xml:
<?xml version=“1.0” encoding=“UTF-8”?>
<FGenericCrashContext>
<RuntimeProperties>
<CrashVersion>3</CrashVersion>
<CrashGUID>UE4CC-Windows-3B6B722843A15935E580519E3060D746_0000</CrashGUID>
<ProcessId>16744</ProcessId>
<IsInternalBuild>false</IsInternalBuild>
<IsPerforceBuild>false</IsPerforceBuild>
<IsSourceDistribution>false</IsSourceDistribution>
<IsEnsure>false</IsEnsure>
<IsAssert>false</IsAssert>
<CrashType>Crash</CrashType>
<SecondsSinceStart>0</SecondsSinceStart>
<GameName>UE4-Arkitalo__00_01</GameName>
<ExecutableName>UE4Editor-Cmd</ExecutableName>
<BuildConfiguration>Development</BuildConfiguration>
<GameSessionID />
<Symbols>**UE4*Release-4.21-CL-4753647-Win64-Development</Symbols>
<PlatformName>Windows</PlatformName>
<PlatformNameIni>Windows</PlatformNameIni>
<EngineMode>Commandlet</EngineMode>
<EngineModeEx>Unset</EngineModeEx>
<DeploymentName />
<EngineVersion>4.21.2-4753647+++UE4+Release-4.21</EngineVersion>
<CommandLine>C:_playable_builds\UE4\Arkitalo__00_01\Arkitalo__00_01.uproject -run=resavepackages -buildlighting -allowcommandletrendering -map=MultiUserViewer_P.umap</CommandLine>
<LanguageLCID>1033</LanguageLCID>
<AppDefaultLocale>en-US</AppDefaultLocale>
<BuildVersion>++UE4+Release-4.21-CL-4753647</BuildVersion>
<IsUE4Release>true</IsUE4Release>
<UserName>sumsionfshane</UserName>
<BaseDir>C:/Program Files/Epic Games/UE_4.21/Engine/Binaries/Win64/</BaseDir>
<RootDir>C:/Program Files/Epic Games/UE_4.21/</RootDir>
<MachineId></MachineId>
<LoginId></LoginId>
<EpicAccountId></EpicAccountId>
<CallStack />
<PCallStack>UE4Editor-WindowsMixedRealityHMD 0x00000000ada70000 + 180e0 UE4Editor-D3D11RHI 0x00000000c56e0000 + 42602 UE4Editor-D3D11RHI 0x00000000c56e0000 + 4c2ab UE4Editor-RHI 0x00000000fcfc0000 + 5fba5 UE4Editor-RHI 0x00000000fcfc0000 + 68cc9 UE4Editor-Cmd 0x00000000eb700000 + 1cd67 UE4Editor-Cmd 0x00000000eb700000 + 15783 UE4Editor-Cmd 0x00000000eb700000 + 159ea UE4Editor-Cmd 0x00000000eb700000 + 248da UE4Editor-Cmd 0x00000000eb700000 + 2584e KERNEL32 0x0000000064980000 + 181f4 ntdll 0x0000000067750000 + 6a251</PCallStack>
<SourceContext />
<UserDescription />
<UserActivityHint />
<ErrorMessage />
<CrashDumpMode>0</CrashDumpMode>
<CrashReporterMessage />
<Misc.NumberOfCores>8</Misc.NumberOfCores>
<Misc.NumberOfCoresIncludingHyperthreads>16</Misc.NumberOfCoresIncludingHyperthreads>
<Misc.Is64bitOperatingSystem>1</Misc.Is64bitOperatingSystem>
<Misc.CPUVendor>GenuineIntel</Misc.CPUVendor>
<Misc.CPUBrand>Intel(R) Core™ i7-5960X CPU @ 3.00GHz</Misc.CPUBrand>
<Misc.PrimaryGPUBrand>NVIDIA GeForce GTX 1080</Misc.PrimaryGPUBrand>
<Misc.OSVersionMajor>Windows 10</Misc.OSVersionMajor>
<Misc.OSVersionMinor />
<GameStateName />
<MemoryStats.TotalPhysical>34267897856</MemoryStats.TotalPhysical>
<MemoryStats.TotalVirtual>140737488224256</MemoryStats.TotalVirtual>
<MemoryStats.PageSize>4096</MemoryStats.PageSize>
<MemoryStats.TotalPhysicalGB>32</MemoryStats.TotalPhysicalGB>
<MemoryStats.AvailablePhysical>0</MemoryStats.AvailablePhysical>
<MemoryStats.AvailableVirtual>0</MemoryStats.AvailableVirtual>
<MemoryStats.UsedPhysical>0</MemoryStats.UsedPhysical>
<MemoryStats.PeakUsedPhysical>0</MemoryStats.PeakUsedPhysical>
<MemoryStats.UsedVirtual>0</MemoryStats.UsedVirtual>
<MemoryStats.PeakUsedVirtual>0</MemoryStats.PeakUsedVirtual>
<MemoryStats.bIsOOM>0</MemoryStats.bIsOOM>
<MemoryStats.OOMAllocationSize>0</MemoryStats.OOMAllocationSize>
<MemoryStats.OOMAllocationAlignment>0</MemoryStats.OOMAllocationAlignment>
<TimeOfCrash>636883848520930000</TimeOfCrash>
<bAllowToBeContacted>1</bAllowToBeContacted>
<PlatformFullName>Win64 [Windows 10 64b]</PlatformFullName>
<CrashReportClientVersion>1.0</CrashReportClientVersion>
</RuntimeProperties>
<PlatformProperties>
<PlatformIsRunningWindows>1</PlatformIsRunningWindows>
<PlatformCallbackResult>0</PlatformCallbackResult>
</PlatformProperties>
</FGenericCrashContext>

Is the “Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000” relating to the fact that I’m using Unreal Studio?