Lighting Build Crashes Editor

I am having a big problem with baking my lighting. I am doing a test level and I have no issues with baking preview lighting but when I try and bake medium, high, or production it crashes. At first I thought it was my anti virus acting up so I disabled it but its still not working. I have also tried verifying my installation, did a completely new installation, and restarted my computer to no avail. Iv noticed my CPU shoots to 100% when building lighting but I would think that normal seeing as it could be a system hog. If anyone could shed some light on this I would really appreciate it. I’m at a complete loss here.

System Specs
Windows 8 64-bit
8gb ram
Intel i7 3.5Ghz
GTX 670

Here is the Error Log swarm gives me.

3:34:34 PM: [Interface:TryOpenConnection] Local connection established

3:34:34 PM: [Job] Accepted Job 1898C1E0-4CF87DBD-FC5F4AB0-0FF81462

3:34:35 PM: [Job] Launched Job UnrealLightmass_2014-03-22_18-02-23_1109288-64bit.exe

3:34:35 PM: [Job] PID is 7724

3:34:35 PM: [Job] GUID is “1898C1E0-4CF87DBD-FC5F4AB0-0FF81462”

3:34:36 PM: Lightmass Win64 started on: -PC. Command-line: 1898C1E04CF87DBDFC5F4AB00FF81462
-numthreads 5 -trisperleaf 4

3:34:36 PM: Processing scene GUID: 1898C1E04CF87DBDFC5F4AB00FF81462 with 8 threads

3:34:36 PM: Building static lighting…

3:34:36 PM: [Job] Found a parent connection for PID 7724

3:34:36 PM: [Job] 6918F4F3 → 6CE3378A

3:34:36 PM: [Interface:TryOpenConnection] Local connection established

3:34:36 PM: Measured CPU frequency: 3.61 GHz

3:34:36 PM: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4

3:34:36 PM: Number of texture mappings: 43

3:34:36 PM: Number of fluid mappings: 0

3:34:36 PM: Number of landscape mappings: 0

3:34:36 PM: Number of BSP mappings: 0

3:34:36 PM: Number of static mesh instance mappings: 43

3:34:36 PM: Reserving memory for 43 meshes, 73106 vertices, 96620 triangles

3:34:36 PM: Scene surface area calculated at 10.736 million units (57.265% of the estimated 18.747 million units)

3:34:36 PM: Importance volume surface area calculated at 10.736 million units (0.000% of the estimated 0.000
million units)

3:34:36 PM: Building kDOP took 0.06 seconds.

3:34:36 PM: Static lighting kDOP: 62100 nodes, 31051 leaves, 124204 triangles, 67093 vertices

3:34:36 PM: Static lighting kDOP: 25.403% wasted space in leaves

3:34:36 PM: kDopTree.Nodes : 6.6Mb

3:34:36 PM: kDopTree.SOATriangles : 8.5Mb

3:34:36 PM: kDOPTriangles : 0.0Mb

3:34:36 PM: TrianglePayloads : 2.8Mb

3:34:36 PM: MeshInfos : 0.0Mb

3:34:36 PM: Vertices : 1.1Mb

3:34:36 PM: UVs : 0.6Mb

3:34:36 PM: LightmapUVs : 0.6Mb

3:34:36 PM: Static lighting kDOP: 62100 nodes, 31051 leaves, 124204 triangles, 67093 vertices, 20.2 Mb

3:34:36 PM: Processing…

3:34:37 PM: EmitDirectPhotons complete, 0.031 million photons emitted in 0.1 seconds

3:34:37 PM: EmitIndirectPhotons complete, 0.052 million photons emitted in 0.1 seconds

3:34:37 PM: Marking Irradiance Photons complete, 0.006 million photons marked in 0.1 seconds

3:34:37 PM: Caching Irradiance Photons complete, 0.072 million cache samples in 0.3 seconds

3:34:38 PM: Calculate Irradiance Photons complete, 0.005 million irradiance calculations in 1.3 seconds

3:34:40 PM: Exception handled in main, crash report generated, re-throwing exception

3:34:40 PM: Exception handled in main, calling appHandleCriticalError

3:34:40 PM: === Critical error: ===

3:34:40 PM:

3:34:40 PM:

3:34:40 PM: Couldn’t start up the Auto Reporting process!

3:34:40 PM: *** CRITICAL ERROR! Machine: -PC

3:34:40 PM: *** CRITICAL ERROR! Logfile: UnrealLight_CHRIS-PC_4B02C79E45226734EA198CB8F2D3CD17.log

3:34:40 PM: *** CRITICAL ERROR! Crash report:

3:34:40 PM: [CloseConnection] Closing connection 6CE3378A using handle 6CE3378A

3:34:40 PM: [CloseConnection] Connection confirmed for disconnection 6CE3378A

3:34:40 PM: [UpdateTaskState]: Task Killed locally by -PC, counted as failure

3:34:40 PM: [Job] Job has failed! The task failure count is non-zero

3:34:40 PM: [UpdateTaskState]: Task Killed locally by -PC, counted as failure

3:34:40 PM: [UpdateTaskState]: Task Killed locally by -PC, counted as failure

3:34:40 PM: [UpdateTaskState]: Task Killed locally by -PC, counted as failure

3:34:40 PM: [UpdateTaskState]: Task Killed locally by -PC, counted as failure

3:34:40 PM: [UpdateTaskState]: Task Killed locally by -PC, counted as failure

3:34:40 PM: [UpdateTaskState]: Task Killed locally by -PC, counted as failure

3:34:40 PM: [UpdateTaskState]: Task Killed locally by -PC, counted as failure

3:34:40 PM: [UpdateTaskState]: Task Killed locally by -PC, counted as failure

3:34:40 PM: [UpdateTaskState]: Task Killed locally by -PC, counted as failure

3:34:40 PM: [UpdateTaskState]: Task Killed locally by -PC, counted as failure

3:34:40 PM: [UpdateTaskState]: Task Killed locally by -PC, counted as failure

3:34:40 PM: [UpdateTaskState]: Task Killed locally by -PC, counted as failure

3:34:40 PM: [UpdateTaskState]: Task Killed locally by -PC, counted as failure

3:34:40 PM: [UpdateTaskState]: Task Killed locally by -PC, counted as failure

3:34:40 PM: [UpdateTaskState]: Task Killed locally by -PC, counted as failure

3:34:40 PM: [CloseConnection] Connection disconnected 6CE3378A

3:34:40 PM: [GetMessage] Safely returning to 6CE3378A with no message

3:34:40 PM: [CloseConnection] Closing connection 6918F4F3 using handle 6918F4F3

3:34:40 PM: [CloseConnection] Connection confirmed for disconnection 6918F4F3

3:34:40 PM: [CloseConnection] Closing orphaned Job (1898C1E0-4CF87DBD-FC5F4AB0-0FF81462)

3:34:40 PM: [CloseConnection] Connection disconnected 6918F4F3

3:34:40 PM: [GetMessage] Safely returning to 6918F4F3 with no message

3:34:40 PM: [MaintainConnections] Local connection has closed (6CE3378A)

3:34:40 PM: [MaintainConnections] Local connection has closed (6918F4F3)

3:34:40 PM: [MaintainConnections] Removed connection 6CE3378A

3:34:40 PM: [MaintainConnections] Removed connection 6918F4F3

3:34:40 PM: [MaintainConnections] All connections have closed

3:34:40 PM: [Maintain Jobs] Killing rogue Job “1898C1E0-4CF87DBD-FC5F4AB0-0FF81462”

I have the same problem, It depends on the scene, but even with very modest scenes, lighting build fails if I set the quality in high or production. Medium works but takes quite a while. I guess this is a feature that will have a lot of updates ^^

I got mine to work on preview like you did but it only works with modest scenes. What system specs are you running? I am wondering if its a ram or CPU issue.

Hi ,

Can you post your log file. it should be located in projectname\saved\logs (replace projectname with your project’s name).
Your crash callstack will also be helpful for us to further assist you.

Thank you and have a great day!

I’m actually pretty sure its more a RAM issue, my CPU is good, but I ‘only’ have 8Gb of RAM.

Is there anything else you think I could try?

Unreal Engine is installed on my SSD samsung pro 512 Gb (not partitioned), so it’s not a matter of drive, or partition.
Looks like it’s not a memory usage issue too… well ^^ I noticed that box reflection capture has an important risk of making the building process crash, I also noticed that by rebooting the engine, and building lights first, it has more chance to work.

So I managed to make it work on production quality on a very modest indoor scene I build myself from starter content assets, that’s how it looks :

I do not have a box reflection capture, just a lightmass, and I didn’t tweaked the lightmass, that may explain some visible artifacts around the white light lamp (static spot light). Well, I don’t want to go off topic too much but that’s how production quality looks on a housemade little scene with minimum tweaking :slight_smile:

Deu_sex your issues are matching mine exactly. I got mine to work on production by restarting engine and then building. Only works with a modest scene not the unreal examples, it also dosnt work all of the time.

What anti virus are you running? I heard that Avast was blocking some users Swarm agent. I dont see how it could be anti virus because I disabled it on startup, but I figured I would ask in case I missed something. I am using AVG currently.

I only have microsoft security essentials and the firewall active, that’s all.

Hi ,

We are still looking into this, please bear with us while we try to figure this lighting problem out. Thank you for your continued patience!

Hi,

For me the lightning buil doesn’t work if I have the Play mode On.

After pressing Play and getting warning message about build required I always tend to press Build. This causes errors almost always.

If quit Play the build process then ends successfully.

Every time I build I have play off. I tested with play on and it failed like you mentioned.

Hi everyone,

I am checking in to see if the most recent patch has helped your lighting build issues. Please let me know if there are still problems that need to be addressed. Thank you!

The new patch has not fixed my issue.

Hi ,

Can you please post your dxdiag here so we can have a look at what may be going on? Thank you!

link text

Here you go please let me know if you need any other info.

Hi ,

Your dxdiag crashed and did not post the first portion of the information. It may be that you have a hardware issue that needs to be addressed. I would take your computer to be diagnosed and potentially fixed. Thank you and have a great day!

Hey -

I wanted to check in and see if in a current version of the Engine you are still experiencing this issue.

Thank You

I have recently been working with the Unreal Engine again and I am still experiencing the issue.

I recently upgraded my memory from 8 Gb to 16 Gb and since, I almost never crash ! This is a memory issue for sure, Elemental for example, can take sometimes between 10 an 12 Gb during the building process !!