# UE4 crashes immediately when building lights

**URL:** <https://forums.unrealengine.com/t/ue4-crashes-immediately-when-building-lights/349911>\
**Category:** Platform & Builds\
**Tags:** unreal-engine, crash, question\
**Created:** [March 8, 2016, 10:47am UTC](https://forums.unrealengine.com/t/ue4-crashes-immediately-when-building-lights/349911 "2016-03-08T10:47:23Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Accel\_Sjostrom](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Accel\_Sjostrom](https://forums.unrealengine.com/u/Accel_Sjostrom)\
**Post date:** [March 8, 2016, 10:47am UTC](https://forums.unrealengine.com/t/ue4-crashes-immediately-when-building-lights/349911/1 "2016-03-08T10:47:23Z")

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Hi! Everytime I try to build the lights on my map, UE4 crashes. Does anyone know how to fix it?

I get the following message when it crashes:

Unknown exception - code 00000001 (first/second chance not available)

"Assertion failed: IsValidRef(GBufferResourcesUniformBuffer) [File:c:\users\bolbi\documents\bannermenengine\engine\source\runtime\renderer\private\PostProcess//SceneRenderTargets.h] [Line: 406]

UE4Editor\_Core!FDebug::AssertFailed() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\core\private\misc\outputdevice.cpp:374]  
UE4Editor\_Renderer!FSceneRenderTargets::GetGBufferResourcesUniformBuffer() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\renderer\private\postprocess\scenerendertargets.h:408]  
UE4Editor\_Renderer!FDeferredPixelShaderParameters::Set() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\renderer\private\postprocess\scenerendertargets.cpp:2382]  
UE4Editor\_Renderer!FMaterialShader::SetParameters() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\renderer\private\shaderbaseclasses.cpp:254]  
UE4Editor\_Renderer!TBasePassPixelShaderBaseType::SetParameters() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\renderer\private\basepassrendering.h:392]  
UE4Editor\_Renderer!TBasePassDrawingPolicy::SetSharedState() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\renderer\private\basepassrendering.h:617]  
UE4Editor\_Renderer!FDrawBasePassDynamicMeshAction::Process() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\renderer\private\basepassrendering.cpp:383]  
UE4Editor\_Renderer!ProcessBasePassMesh() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\renderer\private\basepassrendering.h:985]  
UE4Editor\_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\renderer\private\basepassrendering.cpp:444]  
UE4Editor\_Renderer!FRendererModule::DrawTileMesh() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\renderer\private\renderer.cpp:80]  
UE4Editor\_Engine!FTileRenderer::DrawTile() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\engine\private\tilerendering.cpp:178]  
UE4Editor\_Engine!`FCanvasTileRendererItem::Render_GameThread'::`2’::EURCMacro\_DrawTileCommand::DoTask() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\engine\private\tilerendering.cpp:326]  
UE4Editor\_Engine!TGraphTask\<`FCanvasTileRendererItem::Render_GameThread'::`2’::EURCMacro\_DrawTileCommand\>::ExecuteTask() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]  
UE4Editor\_Core!FTaskThread::ProcessTasks() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\core\private\async\taskgraph.cpp:539]  
UE4Editor\_Core!FTaskThread::ProcessTasksUntilQuit() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\core\private\async\taskgraph.cpp:340]  
UE4Editor\_RenderCore!RenderingThreadMain() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\rendercore\private\renderingthread.cpp:310]  
UE4Editor\_RenderCore!FRenderingThread::Run() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\rendercore\private\renderingthread.cpp:411]  
UE4Editor\_Core!FRunnableThreadWin::Run() [c:\users\bolbi\documents\bannermenengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

Thanks for any help!  
/Accel.

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**Author:** ![Lovecraft\_K](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lovecraft\_K](https://forums.unrealengine.com/u/Lovecraft_K)\
**Post date:** [March 8, 2016, 2:39pm UTC](https://forums.unrealengine.com/t/ue4-crashes-immediately-when-building-lights/349911/2 "2016-03-08T14:39:35Z")

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Hi Accel -

Can you post the Machine ID that appears in the Crash Reporter Window when it pops up? This will help me track down the issue. Also make sure to Submit the Crash or I will not be able to find any information regarding it.

Thank You

Eric Ketchum

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**Author:** ![Accel\_Sjostrom](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Accel\_Sjostrom](https://forums.unrealengine.com/u/Accel_Sjostrom)\
**Post date:** [March 10, 2016, 9:56am UTC](https://forums.unrealengine.com/t/ue4-crashes-immediately-when-building-lights/349911/3 "2016-03-10T09:56:36Z")

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Okay, here it is:

MachineId:A9F67DCD421364E5BBE4529BF655D5C5  
EpicAccountId:5209c78d43524bf29a8e1ff5dcb54f28

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<div class="post-metadata">

**Author:** ![Lovecraft\_K](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lovecraft\_K](https://forums.unrealengine.com/u/Lovecraft_K)\
**Post date:** [March 10, 2016, 3:34pm UTC](https://forums.unrealengine.com/t/ue4-crashes-immediately-when-building-lights/349911/4 "2016-03-10T15:34:19Z")

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Hi Accel -

This particular crash tracked as UE-25623 looks to be corrected in 4.11 Preview 5 and later.

Thank You

Eric Ketchum
