UE4 4.27.2 Build LIghting Crash

I have an issue building my lighting, here is my log if anyone is able to help

10:07:11 PM: Starting up SwarmAgent …
10:07:11 PM: … registering SwarmAgent with remoting service
10:07:11 PM: … registering SwarmAgent network channels
10:07:11 PM: … initializing SwarmAgent
10:07:11 PM: … certificate check has failed
10:07:11 PM: … initializing cache
10:07:11 PM: … using cache folder ‘B:/SwarmCache’
10:07:11 PM: … recreating SwarmAgent cache staging area
10:07:11 PM: … initializing connection to SwarmCoordinator
10:07:11 PM: … using SwarmCoordinator on RENDER-01
10:07:11 PM: … SwarmCoordinator successfully initialized
10:07:11 PM: … initializing local performance monitoring subsystem
10:07:11 PM: … initialization successful, SwarmAgent now running
10:07:13 PM: [Interface:TryOpenConnection] Local connection established
10:23:41 PM: [Job] Accepted Job 7585B354-4274220B-3A3F0986-9B72E3C0
11:21:43 PM: [Job] Launched Job UnrealLightmass_2022-01-15_00-09-02_1096672-64bit.exe
11:21:43 PM: [Job] PID is 18172
11:21:43 PM: [Job] GUID is “7585B354-4274220B-3A3F0986-9B72E3C0”
11:21:43 PM: LogLightmass: Display: Lightmass Win64 started on: GAMINGPC. Command-line: 7585B3544274220B3A3F09869B72E3C0
11:21:43 PM: Failed to determine engine directory: Defaulting to
11:21:43 PM: Failed to load ‘aqProf.dll’ (GetLastError=126)
11:21:43 PM: File ‘aqProf.dll’ does not exist
11:21:43 PM: Failed to load ‘VtuneApi.dll’ (GetLastError=126)
11:21:43 PM: File ‘VtuneApi.dll’ does not exist
11:21:43 PM: Failed to load ‘VtuneApi32e.dll’ (GetLastError=126)
11:21:43 PM: File ‘VtuneApi32e.dll’ does not exist
11:21:43 PM: Lightmass Win64 started on: GAMINGPC. Command-line: 7585B3544274220B3A3F09869B72E3C0
11:21:43 PM: LogLightmass: Display: Processing scene GUID: 7585B3544274220B3A3F09869B72E3C0 with 30 threads
11:21:43 PM: Processing scene GUID: 7585B3544274220B3A3F09869B72E3C0 with 30 threads
11:21:43 PM: Building static lighting…
11:21:43 PM: [OpenConnection] Registering TCP channel …
11:21:43 PM: [OpenConnection] Connecting to agent …
11:21:43 PM: [TryOpenConnection] Testing the Agent
11:21:43 PM: [TryOpenConnection] Opening Connection to Agent
11:21:43 PM: [TryOpenConnection] Local Process ID is 18172
11:21:43 PM: [Job] Found a parent connection for PID 18172
11:21:43 PM: [Job] 70660EB3 → 6BE380AC
11:21:43 PM: [Interface:TryOpenConnection] Local connection established
11:21:43 PM: [Interface:OpenChannel] Error: System.OverflowException: Array dimensions exceeded supported range.
at NSwarm.FSwarmInterface.OpenChannel(String ChannelName, EChannelFlags ChannelFlags)
11:21:43 PM: [Job] Job has failed! Job executable didn’t exit cleanly. Exit code: 2
11:21:44 PM: [CloseConnection] Closing connection 70660EB3 using handle 70660EB3
11:21:44 PM: [CloseConnection] Connection confirmed for disconnection 70660EB3
11:21:44 PM: [CloseConnection] Closing orphaned Job (7585B354-4274220B-3A3F0986-9B72E3C0)
11:21:45 PM: [MaintainConnections] Connection 70660EB3 is DISCONNECTING
11:21:45 PM: [MaintainConnections] Detected dropped local connection, cleaning up (6BE380AC)
11:21:45 PM: [CloseConnection] Closing connection 6BE380AC using handle 6BE380AC
11:21:45 PM: [CloseConnection] Connection confirmed for disconnection 6BE380AC
11:21:45 PM: [CloseConnection] Connection disconnected 6BE380AC
11:21:45 PM: [GetMessage] Safely returning to 6BE380AC with no message
11:21:48 PM: [MaintainConnections] Connection 70660EB3 is DISCONNECTING
11:21:48 PM: [MaintainConnections] Local connection has closed (6BE380AC)
11:21:48 PM: [MaintainConnections] Removed connection 6BE380AC
11:21:48 PM: [CloseConnection] Connection disconnected 70660EB3
11:21:48 PM: [GetMessage] Safely returning to 70660EB3 with no message
11:21:51 PM: [MaintainConnections] Local connection has closed (70660EB3)
11:21:51 PM: [MaintainConnections] Removed connection 70660EB3
11:21:51 PM: [MaintainConnections] All connections have closed

Do you have a lot of high poly models in your level?

Yes, most likely some bad guy object hiding in your scene?
You can use the Statistics tool and switch to Primitive Stats - that will give you an overview on objects / triangle counts.

1 Like

Thanks for the reply, I’ll have to start looking around

Quite a bit, I did lower the lightmap resolution all all meshes

Hi @ThunderWInteractive

Few things may cause this issue.
The first thing that I usually do are clean cache & validate - look for Cache at the top shelf on the Swarm Agent window, you will see the 2 options there.
Second, if you have a huge mesh that may cause a problem when baking (when I say huge, I mean really huge in dimension)
Third, make sure you use Lightmass Importance Volume

I hope that help.
Cheers

Thanks for the info, I cleaned and validated the cache. It takes about 20 minutes to Collect the Scene as well. Is a big open-world map. I am thinking I may need to build a swarm farm and see if that helps. In terms of huge meshes. the only big mesh would be the landscape if you could that as a mesh. But it has built lighting before. I guess it’s all down to detective work.

@Loki8Toki Okay, So I am having multiple issues here that I am hoping I can fix. so my building was stuck at %99 for 9 hours so I did cancel it. It takes about 20 minutes for it to “Collecting the Scene” After I start building. I am also now getting Build Lighting failed with no error message. I am currently verifying UE4 and then I’ll post a log

And also one more thing. I still get two errors when attempting to build
Here is the log
AgentLog_132973537827644551.zip (4.9 MB)

I also get this:

InstancedFoliageActor_0 The total lightmap size for this InstancedStaticMeshComponent is large, consider reducing the component’s lightmap resolution or number of mesh instances in this component

Hi @ThunderWInteractive

I would recommend first breaking the scene into sub-levels (level streaming) if you haven’t already.
Then, try baking each level separately so you can narrow the number of static meshes for the baking process - it should be faster (it also will help you find problematic static meshes faster).
Regarding the “InstancedFoliageActor_0 The total lightmap size…” - you should enter Lightmap Density mode (Alt + 0 or view mode => Optimization View modes => Lightmap Density) and check that you don’t have anything red/reddish, if you do you should lower its lightmap resolution.
Usually green is the best, but sometimes blue/blueish can be good too - it depends on the details that you need and how complex the mesh is.

Cheers