OK, thanks ! … I know mentioned they are crazy busy and hasn’t had the chance to update it yet. I don’t mean to sound entitled, because I totally love what you two are doing with this! Major time savings in both regards!
Any thoughts on where/how to track down crash source? … see details below:
From your reply above, it sounds like I can’t just download the latest “GPULightmassIntegration-4.21.0-UnifiedSettings.zip” from the Binary Installation link for 4.21.0, and replace it in the LightmassConfiguration unzipped folder. Correct? … or, should it work with your recent updates if I just do that overwrite of the Unified Settings .zip? … in any event, that is what I did, and it still crashes 200+ meshes into the early prep. I have moved everything one unit left, then right back (not undo) – to try to force a trigger for each mesh to need a lightmap re-bake. Still crashes same 200+ meshes in. I even did an Engine Verify from the Launcher and “re-installed” GPULightmass with .bat script. In the logs from Swarm and UE4 I am not finding any references to which mesh is being processed at the time of the crash. Just 202, or 200, or 204 … like its more like those are simply representative of what was last sent to be displayed in the progress dialog, not actually which mesh was related to the crash. Nearly all meshes are planar, and all are “single” face … no sharp corners, but some are round’ish walls – some are not beautifully quaded, but shouldn’t matter … I don’t think.
Any thoughts on where/how to track down crash source?