I am currently building a map for some video making and I am trying to build the lighting after I added several amount of objects, foliage etc and it stops building and crashes. I have no idea how to fix it. I am a total beginner aswell so I understand very little what different things mean. So if there’s a fix, please be gentle with me and explain thoroughly. Images below!
(Also, thanks in advance and God bless!)
This crash appears (see below)
These also appear, but I am told these are normal (see below)
Edit: Found something on the internet, I am not sure if this is a fix. It does seem to explain something, but it’s total gibberish to me, how to fix it? ^^
@Sandbawx I think you’re just going to have to manually debug it. Delete everything and rebuild, then gradually put things back in and re-build until you find the culprit. ( Or remove latest objects etc ).
@Sandbawx Hey! I see that this thread is super dead, but in case someone else stumbles across it, I was having a similar issue with lightmass. I was able to solve my issue by unchecking the default “Cast static shadows box” in my foliage types, so that they were only casting dynamic shadows with my stationary lighting. If I had to guess why this fixed my issue, is that the default of casting both static and dynamic shadows was too much for the Swarm cache to handle, thus causing it to crash before it got through 1% of the lighting. Hope this helps you, hopefully you’ve figured something out by now… lol, but maybe this can be of assistance to someone out there!
I’m reviving this topic to confirm that this issue is strongly related to Instanced Static Meshes.
Those errors started popping out when I optimized our game with instancing, not just foliage.
If you want to reduce a lot those errors, create a file called “DefaultLightmass.ini” and placed in Config. This increased my baking times from 10 h to 16h though, so be careful.
When I did it the errors disappeared.
[DevOptions.StaticLighting]
; Whether to use kDOP trees to accelerate volumetric lightmap voxelization. Useful in scenes like large forest
bUseFastVoxelization=true
; Whether to use static mesh instancing to reduce memory consumption in scenes like large forest. Might slow down small scenes.
bUseEmbreeInstancing=true