UE4 4.10 Building Lighting stuck at 97%

I have seen this same question floating around for the 4.9 version and some people were saying they were going to fix it for 4.10.

Using 4.10, small scene, nothing big, some low poly trees and grass as static mesh, using the default starting scene, and for some reason every time I try and static lighting it just stays at 97% forever, even went out for a few hours and it was still building. Everything is default; the only thing that’s been changed is the directional light emitting light shafts and the SkyLight being added.

I also have a material that simulates wind for the tree leaves and grass (very basic though, nothing complicated). which I’ve tested with it on and off and that does not seem to affect the result.

And that’s pretty much it; I am completely baffled by this. Any suggestions as to what might is causing this problem?

Any more information I should provide?

Hi PlasmaticJj,

The issue that you’re referring to with 4.9 was a separate issue where Swarm would complete but not export the build back to UE4 once completed. That issue was resolved and it was caused by specific set of circumstances to do so as well.

You can always verify this by opening up the Swarm Agent (hidden in the task bar next to the clock with a yellow/black SA icon) and once open go to the Logs tab. This will show the processes that is going on. You can also see what is happening in the status window tab as well.

Most likely this isn’t a problem with Swarm failing to complete, but rather the lightmap resolutions not being set to a lower value for your static meshes, especially if using the Foliage tool to paint them.

A large part of swarm agents building process is dependent upon a number of factors:

  • Machine specs
  • Number of meshes in the scene
  • Lightmap resolutions of the meshes
  • whether you have a lightmass importance volume.
  • dynamic vs static lighting
  • Light Build quality: Production vs Preview
  • If any values in World Settings under the Lightmass tab have been adjusted.

If you open up Swarm Agent and it’s still processing, try taking care of the issues listed above to resolve the issue. If the log shows 100%, but it’s still processing please include this log in a text file here, a screenshot of your scene, your DxDiag, and your exact repro steps to replicate the issue. In the repro steps include the number of meshes total for your default scene as well, whether these be foliage painted or manually placed objects.

Thank you!

Tim

I have tried playing around with the lightmap resolutions, no change. Swarm seems to want to process lighting forever. After changed the number of meshes in the scene to 0 except for the base starting mesh, the point when this problem occurs changes, for example, deleting all the meshes save the base starting mesh ended with 75%, a single tree ended with 80% (this time with preview lighting instead of production).

I did notice however in the log in Swarm that there seems to be some sort of error.

19:36:59: LogGenericPlatformMisc:Warning: Failed to determine engine directory: Defaulting to../../../Engine/

Here’s the entire log from the most recent test I’ve done with Production lighting on and 5 meshes (one tree three grass parch types, base starting mesh floor).

Foliage is placed manually.

Fore some reason I cant attach the note file so I’ll have to copy/past it hear.

19:56:45: [Interface:TryOpenConnection] Local connection established
19:56:46: [Job] Accepted Job F5C582F5-4B3E66AA-DF1CF7B1-7381344F
19:56:46: [Job] Launched Job UnrealLightmass_2015-11-17_23-15-36_1333704-64bit.exe
19:56:46: [Job] PID is 8384
19:56:46: [Job] GUID is “F5C582F5-4B3E66AA-DF1CF7B1-7381344F”
19:56:47: LogLightmass:Display: Lightmass Win64 started on: RED_KNIGHT. Command-line: F5C582F54B3E66AADF1CF7B17381344F
19:56:47: Lightmass Win64 started on: RED_KNIGHT. Command-line: F5C582F54B3E66AADF1CF7B17381344F
19:56:47: LogLightmass:Display: Processing scene GUID: F5C582F54B3E66AADF1CF7B17381344F with 6 threads
19:56:47: Processing scene GUID: F5C582F54B3E66AADF1CF7B17381344F with 6 threads
19:56:47: Building static lighting…
19:56:47: LogGenericPlatformMisc:Warning: Failed to determine engine directory: Defaulting to …/…/…/Engine/
19:56:47: Failed to determine engine directory: Defaulting to …/…/…/Engine/
19:56:47: [Job] Found a parent connection for PID 8384
19:56:47: [Job] 731E65C6 → 58DA5141
19:56:47: [Interface:TryOpenConnection] Local connection established
19:56:47: Measured CPU frequency: 3.40 GHz
19:56:47: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
19:56:47: Number of texture mappings: 6
19:56:47: Number of fluid mappings: 0
19:56:47: Number of landscape mappings: 0
19:56:47: Number of BSP mappings: 0
19:56:47: Number of static mesh instance mappings: 6
19:56:47: Reserving memory for 6 meshes, 6068 vertices, 7286 triangles
19:56:47: Scene surface area calculated at 2.551 million units (37.177% of the estimated 6.862 million units)
19:56:47: Importance volume surface area calculated at 2.551 million units (0.000% of the estimated 0.000 million units)
19:56:47: Preallocated 0.0Gb for kDOP nodes and triangles
19:56:47: Building kDOP took 0.00 seconds.
19:56:47: Static lighting kDOP: 2208 nodes, 1105 leaves, 4420 triangles, 3860 vertices
19:56:47: Static lighting kDOP: 24.932% wasted space in leaves
19:56:47: kDopTree.Nodes : 0.2Mb
19:56:47: kDopTree.SOATriangles : 0.3Mb
19:56:47: kDOPTriangles : 0.0Mb
19:56:47: TrianglePayloads : 0.1Mb
19:56:47: MeshInfos : 0.0Mb
19:56:47: Vertices : 0.1Mb
19:56:47: UVs : 0.0Mb
19:56:47: LightmapUVs : 0.0Mb
19:56:47: Static lighting kDOP: 2208 nodes, 1105 leaves, 4420 triangles, 3860 vertices, 0.8 Mb
19:56:47: Processing…
19:56:47: EmitDirectPhotons complete, 0.005 million photons emitted in 0.1 seconds
19:56:47: EmitIndirectPhotons complete, 0.012 million photons emitted in 0.1 seconds
19:56:47: Marking Irradiance Photons complete, 0.000 million photons marked in 0.1 seconds
19:57:13: Caching Irradiance Photons complete, 3.309 million cache samples in 25.6 seconds
19:57:13: Calculate Irradiance Photons complete, 0.000 million irradiance calculations in 0.0 seconds

Also UE4 has just crashed now. heres the “Problem signature” from windows.

Problem signature:
Problem Event Name: BEX64
Application Name: UE4Editor.exe
Application Version: 4.10.0.0
Application Timestamp: 563dcf39
Fault Module Name: UE4Editor-Engine.dll
Fault Module Version: 4.10.0.0
Fault Module Timestamp: 563dcf2d
Exception Offset: 0000000001b4b7f3
Exception Code: c0000409
Exception Data: 0000000000000000
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 2057
Additional Information 1: 1857
Additional Information 2: 1857373ce7bc195be06854e691fcc579
Additional Information 3: 983e
Additional Information 4: 983e65ab456cc9907dee2c58c0a68c76

As this crashed the log ended with “20:26:51: [Job] Job is a success!”.

I have tried playing around with the lightmap resolutions, no change. Swarm seems to want to proses lighting forever. After changed the number of meshes in the scene to 0 except for the base starting mesh, the point when this problem occurs changes, for example, deleting all the meshes save the base starting mesh ended with 75%, a single tree ended with 80% (this time with preview lighting instead of production).

I did notice however in the log in Swarm that there seems to be some sort of error.

19:36:59: LogGenericPlatformMisc:Warning: Failed to determine engine directory: Defaulting to../../../Engine/

Here’s the entire log from the most recent test I’ve done with Production lighting on and 5 meshes (one tree three grass parch types, base starting mesh floor).

Foliage is placed manually.
link text

afterward the editor crashed after a while with the “Job completed successfully” ending the log.

Since you’re getting a Windows crash that is closing the editor and not seeing the crash reporter coming up I’ll need you to follow the instructions on this page and get me the error log that is generated.

  • Is this crash happening every time or just that one time?

Additional information I’ll need:

  • A copy of your DxDiag as a text file attached.
  • Have you tried re-installing the editor or verifying the installation?

I’ve not seen the engine directory issue before so if the above doesn’t lead to anything we can investigate that one a little bit more.

Let me know.

Sorry for the late reply.

After verifying the installation and I now cannot reproduce the problem (yey!)

The crash did happen every time when first using 4.10 before I tried verifying the installation. I shall post the most recent error log from the Event Viewer anyway if there is something that might interest you. If I get this error again I shall update you (so far so good).

link text

link text

Also the Swarm Agent log in case there is something in there that looks out of place.

link text

One thing i am noticing is that there seems to be a lot more light bleeding that before, but I’m guessing that because there generated in UE4 rather than manually made.

Looking at the swarm log, I don’t readily see anything out of place.

So, just to confirm, lighting did build and in ~1 hour, correct? That’s what I see in the log.

As for the lighting bleed, this largely depends on the lightmap resolution, the mesh, and the UV layout.

Yep, everything seems ok at the moment. Few more light builds and everything seems pretty normal at the moment, so I think that the problem has been resolved.

Ok. Thank you.

I’ll go ahead and mark it as “Resolved”. If you’re still having the issue or something that seems related feel free to post back here to open up the ticket and I’ll be glad to help. :slight_smile: