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Building Light Error

I got some lighting error from foliageActor. Please help!!!
afdf67b7f06d4480f97c435ec0f7118fc08e2553.png
1:29:32 AM: LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
1:29:32 AM: Windows GetLastError: The operation completed successfully. (0)
1:29:32 AM: Exception handled in main, crash report generated, re-throwing exception
1:29:32 AM: Exception handled in main, calling appHandleCriticalError
1:29:32 AM: LogLightmass:Error: === Critical error: ===
1:29:32 AM:
1:29:32 AM: Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 91]
1:29:32 AM: Ran out of memory allocating 2253903232 bytes with alignment 0
1:29:32 AM:
1:29:32 AM:
1:29:32 AM:
1:29:32 AM:
1:29:32 AM:
1:29:32 AM: === Critical error: ===
1:29:32 AM:
1:29:32 AM: Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 91]
1:29:32 AM: Ran out of memory allocating 2253903232 bytes with alignment 0
1:29:32 AM:
1:29:32 AM:
1:29:32 AM:
1:29:32 AM:
1:29:32 AM:
1:29:32 AM: LogWindows:Warning: CreateProc failed (2) …/DotNET/AutoReporter.exe 16592 “UE4AutoReportDump.txt” “UnrealLight_WHITECOMET_BD20A8E842351801E1FE88B157641B0A.log” “UE4AutoReportIniDump.txt” “” -unattended
1:29:32 AM: CreateProc failed (2) …/DotNET/AutoReporter.exe 16592 “UE4AutoReportDump.txt” “UnrealLight_WHITECOMET_BD20A8E842351801E1FE88B157641B0A.log” “UE4AutoReportIniDump.txt” “” -unattended
1:29:32 AM: LogLightmass:Error: Couldn’t start up the Auto Reporting process!
1:29:32 AM: Couldn’t start up the Auto Reporting process!
1:29:32 AM: *** CRITICAL ERROR! Machine: WHITECOMET
1:29:32 AM: *** CRITICAL ERROR! Logfile: UnrealLight_WHITECOMET_BD20A8E842351801E1FE88B157641B0A.log
1:29:32 AM: *** CRITICAL ERROR! Crash report:
1:29:32 AM: [CloseConnection] Closing connection 59FC2D0B using handle 59FC2D0B
1:29:32 AM: [CloseConnection] Connection confirmed for disconnection 59FC2D0B
1:29:32 AM: [CloseConnection] Connection disconnected 59FC2D0B
1:29:32 AM: [GetMessage] Safely returning to 59FC2D0B with no message
1:29:32 AM: [MaintainConnections] Local connection has closed (59FC2D0B)
1:29:32 AM: [MaintainConnections] Removed connection 59FC2D0B
1:29:33 AM: [Job] Job has failed! Job executable didn’t exit cleanly. Exit code: 1
1:29:33 AM: [CloseConnection] Closing connection 5E07ECD3 using handle 5E07ECD3
1:29:33 AM: [CloseConnection] Connection confirmed for disconnection 5E07ECD3
1:29:33 AM: [CloseConnection] Closing orphaned Job (4453201D-40EE7014-ED2D6EB6-90D954F2)
1:29:33 AM: [MaintainConnections] Connection 5E07ECD3 is DISCONNECTING
1:29:34 AM: [MaintainConnections] Connection 5E07ECD3 is DISCONNECTING
1:29:34 AM: [MaintainConnections] Connection 5E07ECD3 is DISCONNECTING
1:29:35 AM: [MaintainConnections] Connection 5E07ECD3 is DISCONNECTING
1:29:35 AM: [MaintainConnections] Connection 5E07ECD3 is DISCONNECTING
1:29:36 AM: [MaintainConnections] Connection 5E07ECD3 is DISCONNECTING
1:29:36 AM: [MaintainConnections] Connection 5E07ECD3 is DISCONNECTING
1:29:37 AM: [MaintainConnections] Connection 5E07ECD3 is DISCONNECTING
1:29:37 AM: [MaintainConnections] Connection 5E07ECD3 is DISCONNECTING
1:29:37 AM: [CloseConnection] Connection disconnected 5E07ECD3
1:29:37 AM: [GetMessage] Safely returning to 5E07ECD3 with no message
1:29:38 AM: [MaintainConnections] Local connection has closed (5E07ECD3)
1:29:38 AM: [MaintainConnections] Removed connection 5E07ECD3
1:29:38 AM: [MaintainConnections] All connections have closed

After I set all foliage to movable, it stop the lighting result error,but after 2:25:40 AM: LogWindows:Error: Windows GetLastError: The operation completed successfully. (0), I go away for over 8 hrs. When I come back, Swarm agent shows the dark blue bar still going and distribute progress stay at 0.06%(no change). Normally when I building lighting, is difficult to do anythings else on the computer, but now I’m okay to search around the internet. But the task manager/ performance shows that the cpu usage is over 80%. What should I do? Should I just let my computer continue the build lighting? Or cancel it?

2:21:47 AM: Number of landscape mappings: 34
2:21:47 AM: Number of BSP mappings: 0
2:21:47 AM: Number of static mesh instance mappings: 1723
2:21:47 AM: Reserving memory for 1757 meshes, 8820869 vertices, 11545637 triangles
2:21:52 AM: Scene surface area calculated at 84899.328 million units (17.365% of the estimated 488901.313 million units)
2:21:52 AM: Importance volume surface area calculated at 2484.669 million units (38.406% of the estimated 6469.544 million units)
2:21:53 AM: Preallocated 1.6Gb for kDOP nodes and triangles
2:22:05 AM: Building kDOP took 12.28 seconds.
2:22:05 AM: Static lighting kDOP: 7601252 nodes, 3800627 leaves, 15202508 triangles, 8815732 vertices
2:22:05 AM: Static lighting kDOP: 24.106% wasted space in leaves
2:22:05 AM: kDopTree.Nodes : 811.9Mb
2:22:05 AM: kDopTree.SOATriangles : 1043.9Mb
2:22:05 AM: kDOPTriangles : 0.0Mb
2:22:05 AM: TrianglePayloads : 352.1Mb
2:22:05 AM: MeshInfos : 0.0Mb
2:22:05 AM: Vertices : 134.6Mb
2:22:05 AM: UVs : 67.3Mb
2:22:05 AM: LightmapUVs : 67.3Mb
2:22:05 AM: Static lighting kDOP: 7601252 nodes, 3800627 leaves, 15202508 triangles, 8815732 vertices, 2477.1 Mb
2:22:05 AM: Processing…
2:22:07 AM: EmitDirectPhotons complete, 1.322 million photons emitted in 2.7 seconds
2:22:14 AM: EmitIndirectPhotons complete, 2.982 million photons emitted in 5.2 seconds
2:22:14 AM: Marking Irradiance Photons complete, 0.055 million photons marked in 0.2 seconds
2:24:58 AM: Caching Irradiance Photons complete, 19.361 million cache samples in 164.0 seconds
2:24:59 AM: Calculate Irradiance Photons complete, 0.033 million irradiance calculations in 1.4 seconds
2:25:36 AM: LogMemory:Warning: MemoryStats:
2:25:39 AM: AvailablePhysical 169705472
2:25:39 AM: AvailableVirtual 8788496478208
2:25:39 AM: UsedPhysical 3877765120
2:25:39 AM: PeakUsedPhysical 5857841152
2:25:39 AM: UsedVirtual 7084003328
2:25:39 AM: PeakUsedVirtual 7084003328
2:25:39 AM: LogMemory:Warning: MemoryStats:
2:25:39 AM: AvailablePhysical 346869760
2:25:39 AM: AvailableVirtual 8788496478208
2:25:40 AM: UsedPhysical 3877994496
2:25:40 AM: PeakUsedPhysical 5857841152
2:25:40 AM: UsedVirtual 7079735296
2:25:40 AM: PeakUsedVirtual 7084003328
2:25:40 AM: LogMemory:Warning: MemoryStats:
2:25:40 AM: AvailablePhysical 395862016
2:25:40 AM: AvailableVirtual 8788496216064
2:25:40 AM: UsedPhysical 3878080512
2:25:40 AM: PeakUsedPhysical 5857841152
2:25:40 AM: UsedVirtual 7079759872
2:25:40 AM: PeakUsedVirtual 7084003328
2:25:40 AM: LogWindows:Error: Error reentered: Assertion failed: Assertion failed: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 91]
2:25:40 AM: Ran out of memory allocating 202624 bytes with alignment 0
2:25:40 AM:
2:25:40 AM: LogWindows:Error: Error reentered: Assertion failed: Assertion failed: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 91]
2:25:40 AM: Ran out of memory allocating 16384 bytes with alignment 0
2:25:40 AM:
2:25:40 AM: LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)

Starting at 2:21 am, now is 4:29 p.m. over 14 hours Build Lighting. The images on the bottom is updated. And I’m ok to work on my computer. Should I keep waiting or cancel?

e523cdd84fdf19efa9319ccc801171f3e18cdb6d.png
static2.png
a0c167b8f1204f2aae4b17ffcaad4655463a7548.png
static4.png

Processing mappings(6.22e+04 seconds) and number still changing.

Can someone tells me what is going on? All I want to know is in my case is UE4 still building light or not. If not, I want to cancel it.

after 20 hours of build lighting, I decided to cancel it.

You Should not cancel it. Last time I left my computer Building lighting for over 2 weeks to finished.

I cancel already

Hi Mog_C,

In the original error it’s showing you ran out of memory when building lighting. This can be a very intensive CPU process and depends on a few things on how long the build will take.

Some things to consider:

  • You have 1723 static mesh instances (foliage). Set a lower Lightmap resolution for them by selecting them in the foliage tool and then under the **Instance Settings ** enabled the Lightmap Resolution check box and use the default 8 or set it to 4 for the intended resolution. Building lighting with that many instances at full resolution is not ideal for a single machine. You can also, disable static casting shadows if not needed since often foliage may be moving, you wouldn’t want to use static shadows for these anyway as the baked shadow would not move.

  • Make sure that you’re using Lightmass Importance Volume(s) around playable areas the player can access. This will focus the lighting calculations to be primarily in this area, while providing a lower resolution and quality outside of the volume since the player will never get close enough to that area. These volumes are not meant to be used for large open worlds as an all encompassing volume.

  • If you’re creating a larger open world, this is not the best use of Static Lighting. As an example, the Kite World demo that is freely available in the Epic Games Launcher under the Learn tab uses only Dynamic Lighting. The amount of memory to store all the textures for the lightmaps would be too costly, and building lighting for a single map like that would not be worthwhile.

Give these a shot. If you have more specific questions it may be helpful to post more about project/level you’re building lighting for.

Thank you!

Tim