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

This is what worked for me:

  • I created a new empty level.

  • I moved all the actors to that new level and built lights again.

  • I think I also did Cache->Clean in the Swarm Agent window for both of my swarm agents. (if you use multiple computers to build light)

  • Built light - and it finally worked without crashing

    ChatGPT said that somehow some corrupt lighting data has been stored in the level map and when it was trying to update the new lighting it was trying to read the corrupt data that was stored and it caused a crash. - I’m not sure I understood it correctly or that it really works like this, but at least it works

Update: It crashed again when building the second time