Build Lighting failed

Hello everyone!
This is my first post on this forum. We’re a team of seven students and we’re still discovering UE4. Because our map is pretty large and we have external constraints, we must use the “world composition” to split it in several sub levels. We decided to put all the lights and post process on a specific sub level without anything else. Every time we try to build the whole thing, UE4 crashes during the light build and give us this crash log:

Access violation - code c0000005 (first/second chance not available)
""
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHISetStreamSource() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:107]
UE4Editor_ShaderCore!FVertexFactory::Set() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\shadercore\private\vertexfactory.cpp:177]
UE4Editor_Renderer!FMeshDrawingPolicy::SetSharedState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\drawingpolicy.cpp:197]
UE4Editor_Renderer!FShadowDepthDrawingPolicy<0>::SetSharedState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\shadowrendering.cpp:913]
UE4Editor_Renderer!TStaticMeshDrawList<FShadowDepthDrawingPolicy<0> >::DrawElement() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\staticmeshdrawlist.inl:86]
UE4Editor_Renderer!TStaticMeshDrawList<FShadowDepthDrawingPolicy<0> >::DrawVisibleInner() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\staticmeshdrawlist.inl:279]
UE4Editor_Renderer!TStaticMeshDrawList<FShadowDepthDrawingPolicy<0> >::DrawVisible() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\staticmeshdrawlist.inl:297]
UE4Editor_Renderer!FProjectedShadowInfo::RenderDepthInner() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\shadowrendering.cpp:1683]
UE4Editor_Renderer!FProjectedShadowInfo::RenderDepth() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\shadowrendering.cpp:1846]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderProjectedShadows() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\shadowrendering.cpp:3483]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderLights() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\lightrendering.cpp:585]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1130]
UE4Editor_Renderer!CaptureSceneToScratchCubemap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\reflectionenvironmentcapture.cpp:712]
UE4Editor_Renderer!CaptureSceneIntoScratchCubemap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\reflectionenvironmentcapture.cpp:1238]
UE4Editor_Renderer!FScene::UpdateSkyCaptureContents() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\reflectionenvironmentcapture.cpp:1392]
UE4Editor_Engine!USkyLightComponent::CaptureEmissiveIrradianceEnvironmentMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\skylightcomponent.cpp:526]
UE4Editor_UnrealEd!FLightmassExporter::WriteLights() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:996]
UE4Editor_UnrealEd!FLightmassExporter::WriteToChannel() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:604]
UE4Editor_UnrealEd!FLightmassProcessor::InitiateExport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:2425]
UE4Editor_UnrealEd!FStaticLightingSystem::InitiateLightmassProcessor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:1861]
UE4Editor_UnrealEd!FStaticLightingSystem::BeginLightmassProcess() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:580]
UE4Editor_UnrealEd!FStaticLightingManager::CreateStaticLightingSystem() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:219]
UE4Editor_UnrealEd!UEditorEngine::BuildLighting() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:2153]
UE4Editor_UnrealEd!FEditorBuildUtils::EditorBuild() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorbuildutils.cpp:283]
UE4Editor_LevelEditor!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:87]
UE4Editor_Slate!SMenuEntryBlock::OnClicked() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:979]
UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:939]
UE4Editor_Slate!TMemberFunctionCaller<SMenuEntryBlock,FReply (__cdecl SMenuEntryBlock::*)(void) __ptr64>::operator()<>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SMenuEntryBlock,FReply (__cdecl SMenuEntryBlock::*)(void) __ptr64> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\tuple.h:113]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:236]
UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:361]
UE4Editor_Slate!<lambda_df946b2745ea2bbab398d4acc9cc3d04>::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4273]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_df946b2745ea2bbab398d4acc9cc3d04> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4276]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4660]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4638]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:1403]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:1708]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2392]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Thanks for your help! :slight_smile:

Hi Manegator,

This specific crash has already been reported with UE-21411. Looking at our Crash Reporter system, I’ve not seen any issues with users having a similar crash since 4.9, so it may be that this has likely been resolved in 4.10 and our 4.11 preview releases, even though the ticket is still marked as “To Do”.

Thank you for taking the time to submit a report.

Tim