I do not know if this is in the correct spot or not, but I will give it a try. I am having a bad issue with the UE4 closing out or exiting on its own while rendering light or Building process. Seems to get about 60% or so then it will close out back to desktop. From here I need to reload the program or project all over again. Now it is getting to the point the project I am working on takes longer to open than it normally should. I have 2GB Ge-force 960 and 16GB ram in system with 2 TB Drive space. My project seems to be getting laggier and laggier every time it crashes. Any one have any ideas what is going on or how to solve this. I do not wish to start all over again on this one. Taken me over 4 months of struggling to learn how to make this so far since I am fairly new at this program. Thanks in advance.
Do you get any error message? Can you provide any logs?
And you could try to make a new project and copy over the “Config”, “Content” and “Source” folder.
No error messages at all. Simply closes down program all the way except the first screen with the library and projects listing. I have placed some screen shots to show what I get when I reload my project. Maybe it can help.
Check logs in Saved/Logs in you project directory
I don’t know if this might be the problem but have you checked to see if your swarm cache is full?
Thank you both for responding back. Sorry I am a bit busy to do much these days. I had cleared the Swarm Cache several times and not help. I had tried making a new project and copied the “Config”, “Content” and “Source” folder to it and still no fix. Okay, here is the last Log I had from last night when I tried to Build the project. Please mind if it is HUGE log and not a small one as I seen most are. I had to put it in a ZIP file to post it here for it is way to huge to post on this forum.
If the editor is closing without getting any Crash Reporter windows would you mind following the steps on the page linked below. I didn’t see anything in the Log above that indicated an issue with crashes.
This page should help you get the information we need to see what may be causing the editor to shut down. Typically when the editor is closed without launching Crash Reporter there is an issue in Windows that causes the crash to happen. The information contained in this Event Viewer will tell me what the error was with Windows that caused it. Then we can proceed to see what a possible resolution is.
Thank you!
Tim
Thank you very much Tim for this post. I be glad to deal with what you sent then I get right back to you. Good news is, at least I know how to work on computers and fix them if needed.
Thank you again Tim for taking your time to help out here. I believe this is what you are looking for in the Event Logs. These are the only ones that appear in the Event Log as instructed on the page you had provided. Hope this may help.
- WerFault.exe (Faulting module name: FHFZ64.dll)
- Office 15 OLicenseHeartbeat.exe (Faulting module name: Csi.dll)
- DllHost.exe (Faulting module name: ntdll.dll)
- SystemSettings.exe (Faulting module name: SettingsHandlers_StorageSense.dll)
- SearchProtocolHost.exe (Faulting module name: FHFZ64.dll_unloaded)
Tim, I hope this may give you some idea on some issues when it comes to rendering. Every time when it crashes, there appears to be more and more errors. Last night, I received one while trying to render light with 36K errors on it. Here is a new one when I tried to use Build Geometry. Any tips you may have that may help me to fix any of these errors be great other than start all over again. Thanks again!
I don’t see anything specifically in the list you provided that references UE4.
When you’re looking at the Event Viewer try to get the crash to happen and then see the most recent application errors. I would expect to see something here with the UE4-Editor.exe mentioned in the error and an error code.
Something like this:
Can you also upload attach a copy of your DxDiag here?
Error messages:
The errors mentioned with the NULL objects tend to be an actor in the level that doesn’t have an assigned static mesh.
So for instance, When you place actor StaticMeshActor342 in the level you can see the assigned Static Mesh in the Details panel. If that is removed and left with “None” these kinds of errors will generate. When something like this happens when a folder with content has been deleted, but you still have the map file and open that the actors will still be there, but will have lost reference to the static meshes that were assigned.
DrawScale/DrawScale3D:
This warning is caused when either DrawScale, DrawScale3D X, DrawScale3D Y, or DrawScale 3D Z is equal to zero. Meaning that the Actor will not be shown because it is being scaled to zero on one of its axis. To solve this problem, change any DrawScale’s that are zero to be non-zero by selecting the Actor and changing its drawscale at the bottom of the main UnrealEd window.
Both of these and many more map check errors can be found here in the documentation: Map Check Errors in Unreal Engine | Unreal Engine 5.1 Documentation
Thank you Tim for the kind response once again. Last night, I was re-reading your post and one thing had come to mind. What I had done here was look at the LOG of Swarm Agent as it is rendering and it gave me issues with running out of memory and Virtual Memory. I kept looking and it come to be an issue with the lighting that is causing this.
So, now this may be an area I need to look into next. I will post this snaps hot here for you to look at. I had also gone to figure a way to fix any Swarm problems that may be an issue so I gone to A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums and made a few small changes, So far, the rendering is going well since the changes were made.
One part in the Swarm log I do not understand is a line that reads the following:
Error reentered: Assertion failed: Assertion failed: [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 139]
What is this Drive D coming from? My drive D is my VD/DVD unit not hard drive partition.
Thanks again!
I wrote that Wiki for Swarm Agent too.
For the D drive location you can ignore that part of the error. It’s in all the logs and no reason to worry about it.
Looking at the log memory warning is more telling though.
When you hit build for lighting it shows the following Physical Available and Virutal (HDD overspill space if RAM runs out) then shows what was actually needed/used to build lighting.
Available:
- Physical: ~1.86gb
- Virtual: 140 Terrabytes (?? This seemed odd, but who knows you may have 140 terrabytes for your HDD space.)
Actual Used:
- Physical: ~6.35gb
- Virtual: ~7.35gb
What this tells me is that you ran out of RAM and a lot of space was used from the HDD, which can be troublesome, slow, and potentially cause these kinds of failures. Building lighting with Swarm is a very CPU intensive process and if you’re building for a larger level with a lot of assets (1591 BSP, and 9655 static meshes) this will definitely use a lot of RAM to compile. To give you an idea the Landscape Mountains demo (Not the Kite Demo) uses all static lighting and required nearly 24gb of free RAM to build otherwise Lightmass would crash, which wouldn’t crash the editor, but just bring up a window inside the editor. If the editor is crashing, it could be something with the amount of Virtual Memory being written to the HDD that is causing the issue which would be hard to reproduce on our end unfortunately.
So with this in mind about RAM, some solutions here to help would be:
- Use Dynamic Lighting for the scene
- Reduce lightmap resolutions for objects not needing higher quality lightmap bakes
- Remove lightmap baking from assets that don’t need it, like grass.
- Add more RAM
Thank you Tim, and well informative too. As for your other site with Swarm Agent, I say you done a superb job on that one. So far, the rendering job is now at 99.94% done according to Swarm status and seems stuck there now for the past 4 hours. Been rendering still since the past 16 hours.
Now with the memory issue, seem odd by the way you had stated it. lol I wish I had 140 Terrabytes HHD space on my HDD. If I had a super computer to work with, then I could get that much. Any how, all I have is 16 Physical Memory and using 32 GB Virtual Memory on my 2 Terrabyte HHD. The log shows that I ran out of RAM at the very start of the rendering process as soon as it began (0%) the rendering process if you can believe that.
My lighting settings are set as low as I can set them in my project, and have no vegetation of any kind in my project as of yet. As for the areas of DrawScale’s that are zero, I had checked them and they appear to be set on 1 and not 0. Am I missing some thing here? I have gone and unchecked the Static Shadow under Lighting for my landscape. WiIl this help? Thanks again.
Hello Tim, I am hoping you may be willing to help me once again. I have figured many issues, but currently stumped on an error Error : Invalid DrawScale/DrawScale3D with EVERY wall I had placed up. What am I to do to fix this remove every single wall and many floor parts to fix this and replace them and wish for the best? I had found an article in the link you had posted but it sure does not help me one single bit. Reads as follows:
This warning is caused when either DrawScale, DrawScale3D X, DrawScale3D Y, or DrawScale 3D Z is equal to zero. Meaning that the Actor will not be shown because it is being scaled to zero on one of its axis. To solve this problem, change any DrawScale’s that are zero to be non-zero by selecting the Actor and changing its drawscale at the bottom of the main UnrealEd window.
My question here is, what in the world am I looking for to fix this? I find nothing here that pertains to any thing on DrawScales. Please forgive me if I sound a bit frustrated, but I do not feel it is right that a new user of the program is to try to figure out steps for the most advanced user. There are no posts that really help out in this issue as far as I had found on Google any place as I had seen unless I missed them some how. Will you PLEASE help me and other new users out here with this issue with some pics on what to look for so we can fix this problem. I be most grateful for your time and help here. I hate to remove over 8000 wall pieces to replace them all over again if you know what I mean here. I am working with UE 4.11.1 Thanks again in advance.
Update: Good News, I finaly figured it out after busting my head for the past few days trying to figure it out. Would the instructions been easier if stated as the following?
- Select item
- Under Item detail → Transform Tab section replace either X, Y or Z from 0 to 1 or .1
THis is what I had done to fix this problem on all my items.
I finally had fixed all my problems with the errors above and all seems great now thanks to Tim’s help and all. I am most pleased with him. Now, I hope he or some one whom is be willing to help a bit more with yet a different rendering or build issues while exporting the lighting back to the project. In my event manager I received this issue or problem after the Editor closed down on me again during the export process.
Windows successfully diagnosed a low virtual memory condition. The following programs consumed the most virtual memory: UE4Editor.exe (7112) consumed 26265542656 bytes, UnrealLightmass.exe (9348) consumed 6525272064 bytes, and EpicGamesLauncher.exe (8276) consumed 621039616 bytes.
I had attached a copy of the log report as well and is in a zip format to upload it… Thanks again in advance.link text
Hi tech1187,
I’m really glad Tim was able to help you with the big issue of the editor closing. For any other issues or questions you have, please make new Answerhub posts for each individual ones. The Answerhub is designed around the concept that each post discusses one item, and then you choose the best Answer for it. I have converted Tim’s solutions into an Answer for that.
I hope you also get solutions for your other questions, but please know that Epic isn’t able to provide assistance for all development issues.
Cheers