Hello!
I’m currently having serious trouble with lightmass, across all maps in our project. When attempting to build lighting, I’m getting ‘SwarmAgent Failed to Kick Off’ notifications in the editor. The swarm agent is actually running, but it’s stuck ‘exporting content’; the grey bar just keeps going forever.
I’ve tried just about every solution the Internet could offer (deleting deriveddatacache, swarmcache, restarts, recompiling lightmass and the swarm agent binaries, deleting and readding content etc), and ended up resorting to step-through debugging lightmass to try and find the issue, but I’m pretty stuck - all I know is that every task specification that enters FSwarmInterfaceImpl::AddTask fails when SwarmAddTask() is called, with error code -13. I tried stepping into it, but visual studio could not follow it.
Since nothing meaningful is being logged anywhere, I have absolutely no idea what this error code is, as it is also apparently undocumented.
Firstly could someone let me know what can cause this error (or at least where this error is generated), and secondly, can we get some proper error logging in Lightmass? It doesn’t even log the error number, let alone a meaningful message pertaining to the error.
Thanks,
Luke
Edit: I should add that the swarm agent log does log this a few times:
The process cannot access the file ‘C:\Unreal\PANTONE\UnrealEngine-SEP16\Engine\Saved\Swarm\SwarmCache\AgentStagingArea\8487AD2E5DBA413C81373D29B2915895.2268084F43FD1753515E9FA15D34A0AF.mtrlgz’ because it is being used by another process.
I’m not sure if it’s related. I’ve tried things like manually killing the swarm agent, restarting the machine, disabling all anti-virus etc, but the problem persists. I’ve been told that it could be being caused by assets with duplicated IDs, or otherwise corrupt assets, and from trying to build empty maps this does seem to be the case. I can’t see any reasonable way of determining for which assets this is the case though (our project has thousands of assets)?