# Lightmass crashed after building, NOTHING WORKED!

**URL:** <https://forums.unrealengine.com/t/lightmass-crashed-after-building-nothing-worked/334005>\
**Category:** Rendering\
**Tags:** unreal-engine, crash, feedback, Lighting, UE4, question\
**Created:** [October 1, 2015, 7:49pm UTC](https://forums.unrealengine.com/t/lightmass-crashed-after-building-nothing-worked/334005 "2015-10-01T19:49:19Z")\
**Posts on this page:** 11\
**Page:** 1

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**Author:** ![anonymous\_user\_d78a1389](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d78a1389](https://forums.unrealengine.com/u/anonymous_user_d78a1389)\
**Post date:** [October 1, 2015, 7:49pm UTC](https://forums.unrealengine.com/t/lightmass-crashed-after-building-nothing-worked/334005/1 "2015-10-01T19:49:19Z")

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This is really annoying me now. I know that I’m not the only one with this problem. I started building my project, but soon after the “Lightmass crashed” error has appeared. I did anything I know to fix this (clean and validate SwarmAgent cache, deleting its logs, lower lightmaps settings), but nothing worked. Mybe that it’s somehow connected with the size of my map, which is really big (260x260x100), or maybe it’s something with foliage (I have here lots of trees). Please help me, I don’t know what to do ☹ !

 ![61048-ue1.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/c/2/7c272d2979aa1afd313579d043244025e5291542.png)

 ![61049-ue2.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/8/a/c8a5a66fe2d42e3ca4bf9ebe02df3c235f012496.png)

 ![61050-ue3.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/1/3/e13332decce3ecaf869b8434f465c7b0ed52e406.png)

 ![61051-ue5.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/c/1/3c1835eb66061fbc8e4742881d675653e33fdaf6.png)

 ![61052-ue6.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/7/c/87c9e3bd3a447d024331a6418352b43c74cd6969.png)

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [October 5, 2015, 8:11pm UTC](https://forums.unrealengine.com/t/lightmass-crashed-after-building-nothing-worked/334005/2 "2015-10-05T20:11:00Z")

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Hi Hobrux,

Please try the steps listed on this page and let me know if they end up addressing your specific concerns:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

Edit: Originally linked incorrect troubleshooting guide, please use the new link above!

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**Author:** ![anonymous\_user\_d78a1389](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d78a1389](https://forums.unrealengine.com/u/anonymous_user_d78a1389)\
**Post date:** [October 7, 2015, 6:20pm UTC](https://forums.unrealengine.com/t/lightmass-crashed-after-building-nothing-worked/334005/3 "2015-10-07T18:20:41Z")

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Somehow it worked, but now it’s here again and I can’t fix it. Maybe it’s connected with trees in my scene, there is 3.88k trees, but I need at least 50k trees to fill my map (which is really big). I saw many games where was over 100k trees, but I don’t know how to do that. Lightmap resolution is 64 on all meshes, virtual memory is over 100gb, swarm was cleaned and validated, my computer’s performance is good. Please, do you have any ideas how to solve this?

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [October 7, 2015, 6:40pm UTC](https://forums.unrealengine.com/t/lightmass-crashed-after-building-nothing-worked/334005/4 "2015-10-07T18:40:05Z")

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Are you using LODs to reduce the amount of polys being rendered at the same time or are you using any form of instancing for optimization? If you have a lot of assets, especially high poly assets, it can put too much strain on the pc to be able to keep up.

Can you post your dxdiag here so I may take a look? Additionally, did you try the steps listed in the wiki page above?

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**Author:** ![anonymous\_user\_d78a1389](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d78a1389](https://forums.unrealengine.com/u/anonymous_user_d78a1389)\
**Post date:** [October 10, 2015, 10:34am UTC](https://forums.unrealengine.com/t/lightmass-crashed-after-building-nothing-worked/334005/5 "2015-10-10T10:34:13Z")

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I’m sorry, but I’m new to the engine and I dont know exactly what do you want. Can you please describe it?

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**Author:** ![anonymous\_user\_d78a1389](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d78a1389](https://forums.unrealengine.com/u/anonymous_user_d78a1389)\
**Post date:** [October 10, 2015, 10:34am UTC](https://forums.unrealengine.com/t/lightmass-crashed-after-building-nothing-worked/334005/6 "2015-10-10T10:34:39Z")

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And yes, I have tried all of 'em.

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**Author:** ![anonymous\_user\_d78a1389](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d78a1389](https://forums.unrealengine.com/u/anonymous_user_d78a1389)\
**Post date:** [October 10, 2015, 10:40am UTC](https://forums.unrealengine.com/t/lightmass-crashed-after-building-nothing-worked/334005/7 "2015-10-10T10:40:39Z")

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Is DxDiad a log?

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**Author:** ![anonymous\_user\_d78a1389](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d78a1389](https://forums.unrealengine.com/u/anonymous_user_d78a1389)\
**Post date:** [October 10, 2015, 1:30pm UTC](https://forums.unrealengine.com/t/lightmass-crashed-after-building-nothing-worked/334005/8 "2015-10-10T13:30:07Z")

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Here are screenshots

 ![62131-bez+názvu2.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/7/2/b723ca13c61ff7b55dad33afef1641cde5c1d596.png)

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<div class="post-metadata">

**Author:** ![anonymous\_user\_d78a1389](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d78a1389](https://forums.unrealengine.com/u/anonymous_user_d78a1389)\
**Post date:** [October 12, 2015, 1:14pm UTC](https://forums.unrealengine.com/t/lightmass-crashed-after-building-nothing-worked/334005/9 "2015-10-12T13:14:25Z")

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Here is swarm log (uploaded in parts cause its size):  
13:31:50: Starting up SwarmAgent …  
13:31:50: … registering SwarmAgent with remoting service  
13:31:50: … registering SwarmAgent network channels  
13:31:50: … initializing SwarmAgent  
13:31:50: … certificate check has failed  
13:31:50: … initializing cache  
13:31:50: … using cache folder ‘C:/Users/PC/AppData/Local/UnrealEngine/4.9/Saved/Swarm\SwarmCache’  
13:31:50: … recreating SwarmAgent cache staging area  
13:31:50: … initializing connection to SwarmCoordinator  
13:31:50: … using SwarmCoordinator on RENDER-01  
13:31:53: … SwarmCoordinator failed to be initialized  
13:31:53: … initializing local performance monitoring subsystem  
13:31:57: … local performance monitoring subsystem initialization failed  
13:31:57: … initialization successful, SwarmAgent now running  
13:32:03: [Interface:TryOpenConnection] Local connection established  
13:32:04: [Job] Accepted Job E6369D01-483ED2CD-03581F97-78678846  
13:32:06: [Job] Launched Job UnrealLightmass\_2015-09-30\_14-30-01\_1325512-64bit.exe  
13:32:06: [Job] PID is 5152  
13:32:06: [Job] GUID is “E6369D01-483ED2CD-03581F97-78678846”  
13:32:09: LogLightmass:Display: Lightmass Win64 started on: PC-PC. Command-line: E6369D01483ED2CD03581F9778678846  
13:32:09: Lightmass Win64 started on: PC-PC. Command-line: E6369D01483ED2CD03581F9778678846  
13:32:09: LogLightmass:Display: Processing scene GUID: E6369D01483ED2CD03581F9778678846 with 1 threads  
13:32:09: Processing scene GUID: E6369D01483ED2CD03581F9778678846 with 1 threads  
13:32:09: Building static lighting…  
13:32:09: LogGenericPlatformMisc:Warning: Failed to determine engine directory: Defaulting to …/…/…/Engine/  
13:32:09: Failed to determine engine directory: Defaulting to …/…/…/Engine/  
13:32:09: [Job] Found a parent connection for PID 5152  
13:32:09: [Job] 07E3C306 → 32F00D2C  
13:32:09: [Interface:TryOpenConnection] Local connection established

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<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [October 12, 2015, 4:09pm UTC](https://forums.unrealengine.com/t/lightmass-crashed-after-building-nothing-worked/334005/10 "2015-10-12T16:09:52Z")

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the dxdiag can be found by going to your windows start menu and typing in dxdiag, then open the dxdiag.exe that appears. Save that to a .txt document and upload the .txt here so I can take a look.

Additionally, are you using any form of cull distance for your trees?

What steps are you taking to minimize the amount of impact your assets are having on performance?

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<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [October 16, 2015, 2:28pm UTC](https://forums.unrealengine.com/t/lightmass-crashed-after-building-nothing-worked/334005/11 "2015-10-16T14:28:27Z")

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Hi Hobrux,

We have not heard from you in several days. I am marking this thread as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.
