Hello all, Have a slight problem since installing 4.2 this morning.
When I go to build lighting I get a message that Swarm has failed to kick off, checking my taskbar swarm is running and the log shows this message:
[1:46:09 PM] Dylan Browne: 1:45:45 PM: [Interface:OpenChannel] Error: System.IO.IOException: The process cannot access the file 'C:\Users\Dylza\AppData\Local\UnrealEngine\4.2\Saved\Swarm\SwarmCache\AgentStagingArea\A6630D7233BF47B3BBCF76BB4350A2B5.00000000000000000000000000000000.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)
Checked the file permissions which are all good, restarted my machine, removed the files in the AgentStagingArea folder, used process explorer to find out what is locking the file (according to that no process is locking it).
Any suggestions on what is going on here?
4.1 works fine aha.
I wanted to get some more information about the project you are trying to build. What version of the engine are you using, is this a compiled source version of the engine from Github or is this the Launcher version? Also the project itself, is it a code based project, blueprint based, or is it one of our sample levels?
Hello,
I’m experiencing the same problem described in this page.
Swarm stopped working on all our machines giving on each one of them the same cache file access problem.
Removed cache folders after a reboot, but nothing.
Tried with both 4.1 (previously working) and 4.2: they are both broken in the same way.
The project I’m working on is a new one and it is blueprint based.
Thanks
Windows 8.1 pro 64-bit
i7-3770k
16Gb GB
GTX 660 Ti
Some maps just work fine, but on our main map is crashing. We’ve tried to clean our cache, to enlarge it and to move it on another drive, with no result: we’re always getting the error at the beginning of this thread.
Apparently we fixed our problem scaling the entire level to approximately 0.35 of the original size. After that the light building process ran flawlessly. Before the scaling our world terrain was covering a squared surface of 400k unreal units side (world settings → world to meters = 100).
Is there any guideline to be followed about the scaling and the limit amount of object in the scene to run lightmass?
Example question: In our map we have a lot of manually placed trees, plants and rocks, each one with a different scale ranging from 1 to 15.
Do you know if it is computational lighter to use the foliage brush on landscape for distributing these meshes on the terrain? Could this manual placement be related to the swarm failed to kick off problem?
Hope this can help
Peace, Budello
Edit:
Forgot to upload the DXDIAG information log as requested:
I want to check in to see if this is still a persistent problem for you and to if it is to ask you to try copying your level assets, except the lighting into an another map and try building this new map. If this build goes successfully go back to you original map file and try building your lights again.
Hi Eric, I gave it a try and low and behold It worked! , I copied it all over except the lighting, and re-lit in the new map and it is now working. Thank You! Saved me some work there!