I’ve been having problems for the last 7 hours or so getting Swarm to build lighting:
02:52:21: [Interface:OpenChannel] Error: System.IO.IOException: The process cannot access the file 'C:\Users\xxxx\AppData\Local\UnrealEngine\4.7\Saved\Swarm\SwarmCache\AgentStagingArea\A6640D7233BF47B4BBCF76BB4350A2B5.E11D1F9D4C5181716D0067B9C4B45611.mtrlgz' because it is being used by another process. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share) at NSwarm.FSwarmInterface.OpenChannel(String ChannelName, EChannelFlags ChannelFlags)
Pretty sure .mtrlgz means it’s erroring on a material. I’ve been through every material in the project making sure that there isn’t a duplicate name anywhere and removing any un-needed materials, but still the problem persists.
Is there anyway to get more information about which material this is failing on? E.g. Anyway to unscramble the filename hash back to a material name or enable some kind of verbose logging?
Anyone have any ideas what might be causing this and how I can diagnose the fault?
EDIT: Tested on another machine and we still have same problem. Cleared cache folder, etc. as well.