Did you get GPU lightmass to work on older builds? 4.21 perhaps? I would try to verify the engine and reinstall gpu lightmass. I want to point at your fairly out dated video card as the culprit, but it should work since it supports CUDA.
I’m using an iMac (Bootcamp). Older versions don’t work as well. Reinstall doesn’t work. Any specific setup you guys recommend buying?
Where can I find the instructions for installing this? Or do I only have to extract the zip into the 4.23 folder?
Edit:
I’ve looked at the auto installer script, but I can’t figure it out. Would be cool if someone could make a dummy guide for this, because I’d love to try it for 4.23.
–>
Use this archive, and just unzip it into your engine folder (make a backup of the replaced files before unzipping, or do a “verify install” if you want to revert the changes)
Any decent current gen i7 or i9 Cpu and 1080Ti or 2080 if you want really good RTX performance. Plenty of ram for content creation. 32/64GB+
hi guys i have huge problem with 4.23.0 gpulightmass on yesterday. (binary version)
BUILD SUCCESSFUL for win64 but when i run the package exe i get this message. i did check RHI settings and setted dx12. (raytace activated project)
Engine version verified and problem gone. A really big problem on gpu lightmass with 4.23.0 (even packaging successful but not working). please alert users/developers to this problem.
Is there any similar project that works on Unreal for Mac?
I can confirm I have the same problem with GPU Lightmass. Everytime I package the project I need to copy back original CPU Lightmass files.
Also using auto-installer from Situx isn’t working for me - but this could be something on my side, not sure about that. After I edit BAT file (changing UE version and zip file with GPU Lightmass) and run GPU installation, everything is working. But after reverting back to CPU Lightmass, UE4 crashes and I need to reinstall engine. I think the installer doesn’t backup all original files from engine when switching to GPU lightmass (had no problem in 4.20-22). But as I said, this could be something on my side and it’s not a big problem, I’m copying files manually. But first problem with packaging is much more uncomfortable. Anyway thanks a lot for keeping GPU lightmass updating
I’m having some issues here… Sometimes it just don’t build anymore, there is nothing I can do… Delete objects, duplicate scenes… nothing.
It happened in two different scenes.
17:44:03: Assertion failed: primitiveCount > 0, file , line 61
17:44:03: [MaintainConnections] Detected dropped local connection, cleaning up (552EB972)
17:44:03: [CloseConnection] Closing connection 552EB972 using handle 552EB972
17:44:03: [CloseConnection] Connection confirmed for disconnection 552EB972
17:44:03: [CloseConnection] Connection disconnected 552EB972
17:44:03: [GetMessage] Safely returning to 552EB972 with no message
17:44:03: [Job] Job has failed! Job executable didn’t exit cleanly. Exit code: -1073740791
17:44:03: [CloseConnection] Closing connection 0E776ADB using handle 0E776ADB
17:44:03: [CloseConnection] Connection confirmed for disconnection 0E776ADB
17:44:03: [CloseConnection] Closing orphaned Job (A25C6C6B-4D8A0A60-D223259A-71EEA655)
17:44:04: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
17:44:04: [MaintainConnections] Local connection has closed (552EB972)
17:44:04: [MaintainConnections] Removed connection 552EB972
17:44:04: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
17:44:05: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
17:44:05: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
17:44:06: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
17:44:06: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
17:44:07: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
17:44:07: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
17:44:08: [MaintainConnections] Connection 0E776ADB is DISCONNECTING
17:44:08: [CloseConnection] Connection disconnected 0E776ADB
17:44:08: [GetMessage] Safely returning to 0E776ADB with no message
17:44:08: [MaintainConnections] Local connection has closed (0E776ADB)
17:44:08: [MaintainConnections] Removed connection 0E776ADB
17:44:08: [MaintainConnections] All connections have closed
I can confirm the packaging issue. I have tried a few different possible solutions without success.
The main difference, and possibly the root of the problem, is that unlike earlier versions, for 4.23 the original UE4Editor-RHI.dll needs to be overwritten with the file that comes out of building from source. @YujiangW himself was the one who graciously informed me that this is necessary.
While the source code modifications to the editor, that allow GPU Lightmass to work, do not touch (AFAICT) UE4Editor-RHI, apparently the version that the compiler produces on my end is somehow different from the original.
Unfortunately, I do not know enough about the details of cooking, packaging and the shader compiler to be able to diagnose/fix the problem on my own.
If having to switch between the original and modded version of the editor is too much of a hassle, some might find it easier to build from source using my fork.
I have tested and can confirm that packaging using a locally built, from source, version of UE4 works just fine.
How you do „packing local build” ? Sorry for ignorance but I’m simple architect using UE4
So, do I just cherry pick GPULightmass from your fork and add it to my source fork ?
Yes, you can cherry-pick my fork but after you build, you’ll also need to copy over GPULightmassKernel.dll and ProgressReporter.exe from the zip file to the appropriate locations. Unless you want to build them from 's repo yourself, though that should not really be necessary.
Silly question but are Quadro cards supported? P4000?
Fresh install using the auto script on 4.22.3
<None> === Lightmass crashed: ===
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:c:\ue4-gpulightmassintegration\engine\source\runtime\core\public\Containers/Array.h] [Line: 611]
Array index out of bounds: 5870641 from an array of size 5870641
0x00007fffb5e3a839 KERNELBASE.dll!UnknownFunction ]
0x00007fff0fe4ed47 UnrealLightmass-Core.dll!UnknownFunction ]
0x00007fff0fe516d7 UnrealLightmass-Core.dll!UnknownFunction ]
0x00007fff0fce234a UnrealLightmass-Core.dll!UnknownFunction ]
0x00007fff0fc6d699 UnrealLightmass-Core.dll!UnknownFunction ]
0x00007fff0fc6dde9 UnrealLightmass-Core.dll!UnknownFunction ]
0x00007ff61a1b6528 UnrealLightmass.exe!UnknownFunction ]
0x00007ff61a138b70 UnrealLightmass.exe!UnknownFunction ]
0x00007ff61a13905a UnrealLightmass.exe!UnknownFunction ]
0x00007ff61a0fb39b UnrealLightmass.exe!UnknownFunction ]
0x00007ff61a12374a UnrealLightmass.exe!UnknownFunction ]
0x00007ff61a146dd9 UnrealLightmass.exe!UnknownFunction ]
0x00007ff61a0fbb64 UnrealLightmass.exe!UnknownFunction ]
0x00007ff61a11f36d UnrealLightmass.exe!UnknownFunction ]
0x00007ff61a13e4da UnrealLightmass.exe!UnknownFunction ]
0x00007ff61a1b1bb8 UnrealLightmass.exe!UnknownFunction ]
0x00007fffb7297bd4 KERNEL32.DLL!UnknownFunction ]
0x00007fffb8b8ce71 ntdll.dll!UnknownFunction ]
Edit: For some reason it doesn’t work on particular existing projects.
It’ll build on a default level though
Could it be that, the model is imported from a CAD program (architects love drawing away from world origin which always causes issues but falls on deaf ears) so would the crash occur because the moderl is far away from world origin?
@KM3d300
Try a clean cache and validate on Swarm Agent
Thanks, [USER=“922965”]Julian Vinet[/USER] - I tried this too.
Starting a project from scratch with the same datasmith import, it works. So I can rule out it’s not the origin, so yes it must be a cache issue then.
With the swarm agent, it says cache cleared and revalidated but the crash remains.
Oh well, not a big deal as can just use GPU lightmass on new projects. Hope it helps anyone else in future.
Getting this error when trying to build: LINK : fatal error LNK1181: cannot open input file ‘GPULightmassKernel.lib’
After working on a clean level for 30 minutes, the error came back.
Will try and work out what in the level would be causing this to fail.
Okay, so solution was that the model is too far away from origin so it was failing.
Moving to centre of world solved the issue.
4.23¿
Do you have any news?