4.10 build crashes unreal instantly at swarm connection message. Or fails

4.10 building crashes unreal instantly at swarm connection message. OR it just failes… and doesnt crash Just a simple lighting build failed message… Here is the log… On a side note i am so sick and tired of this engine. its 90% bug report… 10% doing any actual work…

LightingResults: New page: Lighting Build
LoadErrors: New page: Loading map: BathHouse_Sections3.umap
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000FB689C6DE0
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 381.238ms to complete.
LogFileHelpers: Loading map ‘BathHouse_Sections3’ took 1.816
Cmd: UpdateLandscapeEditorData -warnings
Cmd: UpdateLandscapeEditorData
LogHttp:Warning: Timeout processing Http request. 000000FC87E6C200
MapCheck: New page: Map Check
Cmd: MAP REBUILD ALLVISIBLE
LogEditorServer: Rebuildmap Clear paths rebuilt
MapCheck:Warning: Warning WorldSettings_1 Hierarchical LOD System is disabled or no HLOD level settings available, unable to build LOD actors.
LogStats: STAT_HLOD_BuildClusters - 45.661 ms
LightingResults: New page: Lighting Build - Nov 15, 2015, 11:04:59 AM
LightingResults:Warning: Warning InstancedFoliageActor_1 Instanced meshes don’t yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect
LightingResults:Warning: Warning InstancedFoliageActor_1 Instanced meshes don’t yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect
LightingResults:Warning: Warning InstancedFoliageActor_1 Instanced meshes don’t yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect
LightingResults:Warning: Warning InstancedFoliageActor_1 Instanced meshes don’t yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect
LightingResults:Warning: Warning InstancedFoliageActor_1 Instanced meshes don’t yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect
LightingResults:Warning: Warning InstancedFoliageActor_1 Instanced meshes don’t yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect
LightingResults:Warning: Warning InstancedFoliageActor_1 Instanced meshes don’t yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect
LightingResults:Warning: Warning InstancedFoliageActor_1 Instanced meshes don’t yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect
LightingResults:Warning: Warning InstancedFoliageActor_1 Instanced meshes don’t yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect
LightingResults:Warning: Warning InstancedFoliageActor_1 Instanced meshes don’t yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect
LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED
LogEditorBuildUtils: Build time 0:00:02
Cmd: UpdateLandscapeEditorData

Hey kurylo4d,

So, If you would :

1.) Link me your DxDiag
2.) Send me your machine ID and Epic Account so I can look up the crash from our crash reporter database.
3.) Send me a copy of your .uproject and your “content” and “config” folders from your project that is causing this.
4.) Does this still happen in 4.9?

After I gather all of this I may be able to figure out why you can’t build lighting.

Logan

Hey Logan,

I will get that to you when i get home. To answer your questions… no that did not happen in 4.9. Dont even have 4.9 installed now… guess that was a mistake on my part. Also will there even be a crash report? I mean it completely closes out hte process… unreal editor isnt even there when you ctrl alt delete. Its just poof and gone. Not even a crash message.

Oh also where would i find machine ID?

I am thinking that the crash may be when i attempt to use swarm coordinator and coordinate between my 3 computers… Recently switched the coordinator to this computer… same computer running unreal for testing since when it was on the other one it still wasnt working…

All are using 4.10 agents / coordinator. Made sure of that before i attempted.

When i try to do the build without swarm coordinator and jsut on teh machine alone… it usually just goes straight to build failed message… with teh above text in unreal editor log.

That being said… my work computer at my job on 4.10 working alone is able to get to a build without a build failed message… so it has to be something specific to my home computer. Which is a way better computer :confused:

The machine ID would be on the crash report. As you say, the crash reporter never appears so that would be a bit difficult to use that as a reference. Just, forget that step for now.

This is a duplicate of the issue you are currently being helped with here.

Eric has been given a link to this thread.

I will be marking this as answered. In the future please refrain from duplicates of the same issues. We will handle your issues as best we can but we cannot delegate multiple members of our team to the same issue.

Logan

Actually its a whole different issue.

4.9 had computers doing builds… but it had weirdness going on where they wouldnt make it to the blue bars or whatever…

THat was that link…

This problem however is totaly different… its now with 4.10… and its crashing… or not building at ALL!!! its build failed now… io never had build failed before… i would at least build even if it wasnt taking advantage of the other computers.

link text

Thats my dx diag… the content folder is over 36 gb… and this also happens on all projects in 4.10 on this comp…

"I am thinking that the crash may be when i attempt to use swarm coordinator and coordinate between my 3 computers… Recently switched the coordinator to this computer… same computer running unreal for testing since when it was on the other one it still wasnt working."

“4.10 building crashes unreal instantly at swarm connection message.”

When it crashes there is no message. Not from unreal crash reporter… not from windows… nothing… its just poof where did unreal go… and i hit ctrl alt delete the unreal editor exe isnt even there… which is very odd…"

“I recently switched the coordinator to this computer that is having the issue… when i went to 4.10 i switched the coordinator to the one that is runnign the edtior… and this magic crash happens (I THINK) when the coordinator running… otherwise if i try to do the build alone it just says build failed with no crash.
I will look through your link.
Oh and the build does not fail if i build on my computer at my job (which is a much worse computer) So it has to be something specific on that computer at home…”

This is exactly the issue you have described in the other post. From your description of this issue I believe that the two are related.

Thank you for reporting this issue and I encourage you to refer Eric to this Post. At this time I cannot continue to address this issue as it is directly related if not identical to the issue you are having in your other thread. This could, perhaps, help resolve the other issue you are having and subsequently resolve this one.

Logan

For anyone looking for an answer to this particular problem , it was because swarm exes were set to run as administrator… This needs to be turned off or else it will not work.