Just tried unreal 4.11 for the first time for baking lightmaps with 3 comps in swarm on my scene… Lightmass got stuck at 99.98% for about 6 hours now… not quite sure why… 4.10 it built lighting in 8 hours… and so far on 4.11 its taken about 12… Thought lightmass was improved?
Hey kurylo3d,
Try cleaning up your Swarm Cache and adding the new ‘Lightmass Portals’ to areas in which the source of light is entering your scene. Also, are you building lighting under the ‘Production’ quality level, and have you made sure to modify your scene Lightmass settings to account for the large world you are trying to build?
Be sure that you also have a ‘Lightmass Importance Volume’ encompassing the areas in your scene you want to be baked using lightmass. Next time when you try building and it gets to this point, bring up the ‘Processes’ for your machine by opening the ‘Windows Task Manager’ and check to make sure your computer is indeed hung and not utilizing any processing power.
Thank you,
What are lightmass portals? And why would I need them when i have never needed them before with 4.10? Its literally the exact same map that builds correctly with 4.10… and now its not in 4.11…
I’d say the only change i made to the map was reimporting a peice of geometry to give it a better uv set for lightmapping.
Also what lightmap settings are you talking about for a large world. Large world that it literally broken up into seperate buildings as seperate levels all loaded up together. Its honestly not that large a world either… Just lots of meshes and textures i suppose.
Lightmass importance volume is there already. Ill check the task manager then, but the blue bars in swarm agent are still moving at 99.99%… It just never finishes.
I would take a look at the 4.11 Release Notes and read through the information pertaining to Lightmass improvements. It will also explain what Lightmass Portals are, and how to effectively use them.
Modifying your ‘World Settings’ for ‘Lightmass’ can help improve build times. On top of the release notes, take a look at Lightmass Global Illumination documentation to get an idea of ways to optimize build times.
Depending on how large your piece of geometry is, and the resolution of your lightmaps in the scene, could greatly effect build times.
Thanks,
Yea but none of this is explaining why it stops at 99.99% for 4.11… like i went to sleep last night at 99.99% and when i woke up it was still at 99.99%… it just doesnt finish… unreal engine 4.10 worked fine… and its production quality im doing it at. This isnt an issue of long render times… this is an issue of “it will not finish”. Its stuck. Im not concerned with optimizing build times. im concerned that it now will not build. 3 attempts already. each time stuck at 99.99
Oh and that link to release notes leads to 4.10 release notes not 4.11… doesnt look like we have any 4.11 release notes available.
Make sure you are optimizing your lighting. Full dynamic light will add to the 99% issue if it is just a super long gathering. Also movable objects and large lightmaps will add to it. When I bake my lighting, I open swarm to watch what it is doing.
Here is the link to the ‘release notes’ of 4.11
If you still have an issue, could you post some screenshots? Swarm, editor, maybe we can help troubleshoot what might be causing the hang.
I’lll have to wait until tonight when i can try to kickstart another build for lighting. All lights in the scene are static or stationary. Mostly static. And yea i open swarm too… the last of 3 comps has 3 blue bars that just keep ticking away at that 99.9% level… never ends… bar just keeps going and going…
Again its not a question of optimizing… on production quality i can build the entire map in 8 hours or less in 4.10, and in 4.11 i think it makes it to 99.98% within a few hours… but then just stays there forever.
Apologies, I edited the link so it is correct. Did you attempt to clean and validate the ‘Swarm Cache’ as previously suggested?
Ok i made it work. Apparently is the 1 mesh that i had modified the lightmap uv channel for. Previously unreal had it set to generate automatic uvs… and it had 3 uv channels for some reason… i did reimport when i modified its fbx file…When i did reimport i had turned of auto generate uvs, but maybe it still was. I am not sure because it kept 3 uv channels even though the fbx file had 2. So i was getting the lightmap build stuck…
What i did this time is just do import to overwrite it since its named the same… and then it only had 2 uv channels… Then the build finished correctly. Not quite sure why this issue was happening, but i had a hunch this was going to be the culprit.
You can remove the requests for permission on the third computer by going into the notification settings. This could actually be tied to the firewall as well so make sure the settings in there have the firewall disabled. If it worked when you removed the third computer, that is definitely a culprit of the issue.
Just found something else… It messed up again. It is doing this often. Im starting to think its related to my third computer through swarm doing a build with the rest. For some reason it doesnt even go through the blue bars… just red orange, and then a big blank for a long time until a small green bar… And usually after that… my main comp just keeps goign with like 5 blue bars until infinity… it never ends. Though it worked when i removed that third comp from swarm… random? a fluke? Any ideas…? that third comp is windows 7 and its quite annoying because it asks for permission before i do anything like an installation.