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Rebuilding light from command line

Hello there!

I’m stuck with rebuilding light using command line. I’ve searched google for some help and found this: Build light with command line

I’ve tried to use this command:


UE4Editor-Cmd.exe "D:\Path\MyProject.uproject" -run=resavepackages -buildlighting -allowcommandletrendering -map=TestMapA.umap

However my engine is crashing with this errors:


Assertion failed: Instance [File:D:\Nowy folder\Silnik\Engine\Source\Runtime\Engine\Private\UserInterface\EngineFontServices.cpp] [Line: 49] 



UE4Editor_Core!FDebug::AssertFailed() [d:
owy folder\silnik\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Engine!FEngineFontServices::Get() [d:
owy folder\silnik\engine\source\runtime\engine\private\userinterface\enginefontservices.cpp:50]
UE4Editor_Engine!FCanvas::Flush_GameThread() [d:
owy folder\silnik\engine\source\runtime\engine\private\userinterface\canvas.cpp:727]
UE4Editor_UnrealEd!FLightmassMaterialRenderer::GenerateMaterialPropertyData() [d:
owy folder\silnik\engine\source\editor\unrealed\private\lightmass\lightmassrender.cpp:1089]
UE4Editor_UnrealEd!FLightmassMaterialRenderer::GenerateMaterialData() [d:
owy folder\silnik\engine\source\editor\unrealed\private\lightmass\lightmassrender.cpp:916]
UE4Editor_UnrealEd!FLightmassExporter::ExportMaterial() [d:
owy folder\silnik\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:1234]
UE4Editor_UnrealEd!FLightmassExporter::WriteToMaterialChannel() [d:
owy folder\silnik\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:694]
UE4Editor_UnrealEd!FLightmassProcessor::ExecuteAmortizedMaterialExport() [d:
owy folder\silnik\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:2484]
UE4Editor_UnrealEd!FStaticLightingSystem::UpdateLightingBuild() [d:
owy folder\silnik\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:2183]
UE4Editor_UnrealEd!FStaticLightingManager::UpdateBuildLighting() [d:
owy folder\silnik\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:333]
UE4Editor_UnrealEd!UEditorEngine::UpdateBuildLighting() [d:
owy folder\silnik\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:2349]
UE4Editor_UnrealEd!UResavePackagesCommandlet::PerformAdditionalOperations() [d:
owy folder\silnik\engine\source\editor\unrealed\private\commandlets\contentcommandlets.cpp:1079]
UE4Editor_UnrealEd!UResavePackagesCommandlet::LoadAndSaveOnePackage() [d:
owy folder\silnik\engine\source\editor\unrealed\private\commandlets\contentcommandlets.cpp:480]
UE4Editor_UnrealEd!UResavePackagesCommandlet::Main() [d:
owy folder\silnik\engine\source\editor\unrealed\private\commandlets\contentcommandlets.cpp:758]
UE4Editor_Cmd!FEngineLoop::PreInit() [d:
owy folder\silnik\engine\source\runtime\launch\private\launchengineloop.cpp:2005]
UE4Editor_Cmd!GuardedMain() [d:
owy folder\silnik\engine\source\runtime\launch\private\launch.cpp:127]
UE4Editor_Cmd!GuardedMainWrapper() [d:
owy folder\silnik\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor_Cmd!WinMain() [d:
owy folder\silnik\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor_Cmd!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

Anyone had similar issue? My engine version is 4.15 source. If there is any other information required just let me know :3