# \[4.8p3\] Crash on lighting build

**URL:** <https://forums.unrealengine.com/t/4-8p3-crash-on-lighting-build/319606>\
**Category:** Rendering\
**Tags:** lighting-error, UE4-8, unreal-engine, crash, lighting-problem, question\
**Created:** [May 24, 2015, 9:21am UTC](https://forums.unrealengine.com/t/4-8p3-crash-on-lighting-build/319606 "2015-05-24T09:21:13Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Marced\_for\_Life](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Marced\_for\_Life](https://forums.unrealengine.com/u/Marced_for_Life)\
**Post date:** [May 24, 2015, 9:21am UTC](https://forums.unrealengine.com/t/4-8p3-crash-on-lighting-build/319606/1 "2015-05-24T09:21:13Z")

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Hey there, I currently have an issue with the 4.8 preview 3 engine build. Whenever I try to build lighting for my project it will export lighting data up till 34% then immediately crash. There have been no other hiccups with this build though. Any advice will be greatly appreciated, cheers 🙂

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## Crash report data:

Unknown exception - code 00000001 (first/second chance not available)

"Assertion failed: (Index \>= 0) & (Index \< ArrayNum) [File:D:\BuildFarm\buildmachine\_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 678]  
Array index out of

KERNELBASE  
UE4Editor\_Core!FOutputDeviceWindowsError::Serialize() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]  
UE4Editor\_Core!FOutputDevice::Logf\_\_VA() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:144]  
UE4Editor\_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:360]  
UE4Editor\_UnrealEd!GetLandscapeOpacityData() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\lightmass\lightmasslandscaperender.cpp:269]  
UE4Editor\_UnrealEd!FLightmassMaterialRenderer::GenerateMaterialPropertyData() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\lightmass\lightmassrender.cpp:984]  
UE4Editor\_UnrealEd!FLightmassMaterialRenderer::GenerateMaterialData() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\lightmass\lightmassrender.cpp:894]  
UE4Editor\_UnrealEd!FLightmassExporter::ExportMaterial() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:1206]  
UE4Editor\_UnrealEd!FLightmassExporter::WriteToMaterialChannel() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:680]  
UE4Editor\_UnrealEd!FLightmassProcessor::ExecuteAmortizedMaterialExport() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:2423]  
UE4Editor\_UnrealEd!FStaticLightingSystem::UpdateLightingBuild() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:1996]  
UE4Editor\_UnrealEd!UEditorEngine::UpdateBuildLighting() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:2153]  
UE4Editor\_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:407]  
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2355]  
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]  
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]  
UE4Editor!WinMain() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

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**Author:** ![AmareshB](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/amareshb/32/852526_2.png) [@AmareshB](https://forums.unrealengine.com/u/AmareshB)\
**Post date:** [May 25, 2015, 8:59am UTC](https://forums.unrealengine.com/t/4-8p3-crash-on-lighting-build/319606/2 "2015-05-25T08:59:26Z")

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I’m facing a similar problem. Have you found any solution yet?

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**Author:** ![Marced\_for\_Life](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Marced\_for\_Life](https://forums.unrealengine.com/u/Marced_for_Life)\
**Post date:** [May 25, 2015, 10:47am UTC](https://forums.unrealengine.com/t/4-8p3-crash-on-lighting-build/319606/3 "2015-05-25T10:47:46Z")

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Not yet, however it seems to only occur with large worlds. Even in a blank projects.

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**Author:** ![Lovecraft\_K](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lovecraft\_K](https://forums.unrealengine.com/u/Lovecraft_K)\
**Post date:** [May 26, 2015, 1:46pm UTC](https://forums.unrealengine.com/t/4-8p3-crash-on-lighting-build/319606/4 "2015-05-26T13:46:32Z")

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Hi Marced for Life -

Thank you for the report. This appears to be a known crash whose fix did not make it into the Preview 3 release. We’ve tested the fix internally and it should be integrated into the next 4.8 release.

Eric Ketchum

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<div class="post-metadata">

**Author:** ![Marced\_for\_Life](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Marced\_for\_Life](https://forums.unrealengine.com/u/Marced_for_Life)\
**Post date:** [May 27, 2015, 4:18am UTC](https://forums.unrealengine.com/t/4-8p3-crash-on-lighting-build/319606/5 "2015-05-27T04:18:11Z")

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Oh awesome, thanks for the info! 🙂
