UE4 4.9 Crash when exporting lighting data

Hello,

I wasn’t having any issues before I activaded Generate Mesh Distance Fields on my rendering project settings. Now everytime I try to build light it crashes between 40-50% on the exporting lighting data step.

The error that the log shows is this:

MachineId:15DF226B4CA03FD48A3C11ABB9B01089
EpicAccountId:156581cc57da45f9818321ad3da9dd1a

Access violation - code c0000005 (first/second chance not available)

“”

UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderLights() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\lightrendering.cpp:526]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1130]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\scenerendering.cpp:1572]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::23’::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_RenderCore!RenderingThreadMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\rendercore\private\renderingthread.cpp:310]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\rendercore\private\renderingthread.cpp:411]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

I have a PC with Intel I7 @ 3.50, 16GB DDR3 RAM and a Nvidia GTX 760 with 4GB GDDR5

Any help would be appreciated,
Cheers.
Gabo

Hi Gabrich,

At the moment, I’m not able to reproduce this on my end.

  • If you disable Generate Mesh Distance Fields in the Project Settings does the crash still happen?
  • Also, is this happening in a default scene when you create a new level or in a new project?

To understand your setup better I need to know:

  • You mention that you’re building lighting. Are you using Dynamic lighting for you scene with Ray Traced Shadows or are you still using Static lighting and using DFs for other purposes (AO, Materials, Particles collision, etc)?

Thank you!

Tim

Hi Tim sorry for the delay in my response.

  • if I disable Generate Mesh Distance
    Fields the crash goes away.
  • It is happening in a scene I was already
    working on, I am using a movable
    direct light and some static spot
    lights.

I’m pretty new to Unreal 4 (i’m an architect trying to get realistic viz) so i’ll try to explain my setup as best as I can.

I have a small building in a not so big forest. My sun has dynamic light (foliage has static shadows disabled, I also have the UltraDynamicSky setup from the marketplace) and the interior rooms have static spotlights on them with dynamic and static shadows enabled. I was trying to use ray traced shadows that is where I stumbled upon the Generate Mesh Distance option.

After I posted I disabled it and I think it works fine, I was trying to figure out if the generate mesh distance option would improve overall perfomance on my project.

Thanks in advance,

Gabo

At the moment I’ve not been able to reproduce this crash, and while I’m not sure that the Marketplace content should really matter in this type of case I don’t have access to use it as a test basis either.

There may be something between the size of the scene that is setup with interior and exterior lights, but I’m not sure I would be able to reproduce that on my machine. If you happen to find more reproducible steps in a sample or blank project I’d be happy to take a look and try to reproduce on my end.

Thank you!

Tim

Yeah If I stumble upon this crash again in a smaller scale project or find a way to make it happen I’ll post it here. For now I just disabled it and my scene builds light fine and the performance is not all too bad.

Thanks for your time in checking this out Tim.

Cheers,

Gabo