Hi Everyone, I’m currently trying to build Lighting with GPULightmass. I’ve built lighting before without an issue but just recently however I have been trying to build on levels and I get an error I have listed below with the crash report below. Here is a link to the issue within my engine as well. It seems when going into the CPP file for the lightmass error it gives me, this is due to invalid geometry. Is there a way to check for meshes or components with invalid geometry so I can fix this or any sort of fix for this? I have a Ryzen 9 3900x with a 3080 12gb. I have lowered light map settings, removed certain components, and more and this seems to be across levels with strictly static meshes imported from the UE marketplace. If anyone has any fix for this it would be much appreciated. I am also aware the map in the video does not require lighting to be built but this is across multiple and many levels with meshes that have invalid geometry. I have also allowed the engine to update the lightmaps if it ask and this proplem persist even when it updates. lmk if you have any further questions, Thank you.
What my IDE informs me:
Log LogGPULightmass LightmapTilePool created with 1095.94MB
Log LogGPULightmass Irradiance cache initialized with 448.00MB
Log LogTemp Static lighting system is created for world Lvl0.
Warning LightingResults No importance volume found and the scene is so large that the automatically synthesized volume will not yield good results. Please add a tightly bounding lightmass importance volume to optimize your scene’s quality and lighting build times.
Display LogMaterial Material /Game/Textures/KillBoxFog.KillBoxFog needed to have new flag set bUsedWithStaticLighting !
Error LogWindows appError called: Assertion failed: InstanceDesc.GeometryRHI [File:D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\RayTracing\RayTracingInstanceBufferUtil.cpp] [Line: 74]
Error LogWindows Ray tracing instance must have a valid geometry.
Crash Report:
Assertion failed: InstanceDesc.GeometryRHI [File:D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\RayTracing\RayTracingInstanceBufferUtil.cpp] [Line: 74] Ray tracing instance must have a valid geometry.
Thank you, While I dont have time to read all of the links provided now since I have to go to work soon, I will read them later and get back to you as to what fixes this crash.
Hello, i’m currently having the same problem where the GPU Lightmass crash after trying to build on a small level that has only 1 pointlight and a mesh, here is the error message:
The fix for this is setting a lightmass boundary within the level. This worked for me.
Go to your quick to add to project on the tool bar (Cube icon with a plus to th right of selection mode). Then go to volumes and import a LightmassImportanceVolume. From here, dial it into your needed area in which the level expands. This will prevent the crashing our should.
This crash has been plaguing GPULM for a really long time and it requires multiple code paths to be changed to be properly fixed. For 5.6.0 a binary fix is available here: Epic's GPUlightmass - #668 by yujiang.wang
Thanks for your answers guys, I have been able to understand what is happening with the crash, it is actually not related to a LightmassImportanceVolume, but more like unused material in my mesh.
I am working with Cubegrid to design my level, which creates a static mesh, but sometime there is a material slot that is set to “none”, and this makes the GPU Lightmass crash. I couldn’t find a way to remove an unused slot with the “Edit Material” (of the modeling tool) without disorganizing the order of the material slot, which is a pain if I have multiple slots.
Thanks a lot for your reply, do you know where and how can I download it? I usually went to “Plugins → GPU Lightmass” inside unreal to have it, I couldn’t find the github repos of GPU lightmass for UE 5.5
Hello, I migrated to UE 5.6 in order to download GPU Lightmass and install it in my engine, and now there is no more crash caused by meshes with unused material slot.
But I noticed a new “major” issue that makes packaged game with the plugin installed crash on startup. This is the error generated by the .exe game after it packaged succesfuly:
Hi , This means that the Shaders were NOT built correclty before you attempted to package the file,
Make sure that you added -sm5 and -sm6 to the command line when cooking/packaging any project
Make sure you have enough virtual Memory and available to build the shaders under 5.6 you need 64GB virtual Memory (pagefile.sys) to build any baking/ GPU Lightmass project as a package
Thanks a lot for your replies, I managed to fix that by using the latest version of the GPULM, added
[SystemSettings]
r.D3D.CheckedForTypedUAVs=0
to my DefaultEngine.ini so I was able to start my project without having crashes, and when I was able to open my project, I changed SM5 to SM6 (and DX11 to DX12).
I tested a packaged game and it works perfectly now, so thanks a lot!