“OpenGL was deprecated in 4.23 for use in desktop rendering (SM4/SM5). It is now removed as a desktop option in 4.26. Vulkan is the supported RHI on Linux.”
Thank you Epic for removing OpenGL - it was ONLY option which worked well on Linux and it’s a great idea to switch to Vulkan-only rendering which is still full of bugs and crashes.
My build lightmap is taking forever after cloning my project from 4.25 to 4.26. 4.25 takes 7 mins 32 seconds on preview and now in 4.26 its taking over 14 minutes and its only at 6%. Any help with this. My old project in 4.25 did not have a lightmass importance volume so I added one in 4.26.
Thanks,
Mark
Edit:
So I realized that I had to get rid of some things to bring my project to 4.26. Once I added those things and copied settings I got 6m 15 secs in 4.25 and 10m 43 secs in 4.26.
The new cloud system is just mindblowing but I think the default settings are a pretty bad representation of the whole feature. There shouldn’t be those hard edges out of the box and I really hope the documentation will be available very soon. When can we expect a good documentation of this awesome feature?
Related directly to my previous post, it appears 4.26 regressed in allowing the amount of Texture Look-ups (ie via Shared Wrap).
Or, it is issuing a maximum texture look-up #, where prior version did not have such maximum limit, as a defensive posture to avoid crashes.
Not sure clouds work properly or perform well yet but** I tried the new water system and it doesn’t work in VR!**
I would like to use it but water flashes in blocks between each eye so it’s not being rendered correctly. Not sure if it’s a bug or epic aren’t supporting VR as much these days and keeping things working well. Even though it’s continuing to grow and will only become more popular as time goes on.
I’m experiencing crashes with GPU Lightmass. I’m getting crashes at the de-noising stage about 2 out of 3 times I bake, and UE4 just closes without any error messages. If I turn off de-noising it stops crashing.
I found this in the log. I’m not sure if it’s my own memory limitation (I have 16GB RAM) or a memory management bug in UE4:
[2020.12.07-16.56.28:537][165]LogGPULightmass: Working on: Glass HoleGlassPane slesW_LOD0
[2020.12.07-16.56.58:095][265]LogGPULightmass: Working on: slesW_LOD0 slnv6_LOD0_1 tree
[2020.12.07-16.57.39:537][365]LogGPULightmass: Working on: slesW_LOD0 slnv6_LOD0_1 tree
[2020.12.07-16.58.23:194][465]LogGPULightmass: Working on: tree
[2020.12.07-16.59.22:730][565]LogGPULightmass: Working on: tree
[2020.12.07-17.00.23:147][664]LogGPULightmass: Working on: tree
[2020.12.07-17.01.02:175][765]LogGPULightmass: Working on: tree
[2020.12.07-17.01.23:922][865]LogGPULightmass: Working on: tree
[2020.12.07-17.01.45:777][965]LogGPULightmass: Working on:
[2020.12.07-17.01.46:005][966]LogGPULightmass: Working on:
[2020.12.07-17.01.46:011][966]LogGPULightmass: Working on:
[2020.12.07-17.02.44:107][966]LogMemory: Warning: Freeing 33554432 bytes from backup pool to handle out of memory.
[2020.12.07-17.02.44:118][966]LogMemory: Warning: MemoryStats:
AvailablePhysical 572383232
AvailableVirtual 69783552
UsedPhysical 11002134528
PeakUsedPhysical 12108525568
UsedVirtual 38617370624
PeakUsedVirtual 38695047168
[2020.12.07-17.02.44:118][966]Allocator Stats for TBB: (not implemented)
[2020.12.07-17.02.44:121][966]LogOutputDevice: Warning:
Script Stack (0 frames):
[2020.12.07-17.02.44:123][966]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2020.12.07-17.02.47:431][966]LogWindows: Warning: SymLoadModuleExW. Error: 8
...
[2020.12.07-17.02.47:435][966]LogWindows: Error: === Critical error: ===
[2020.12.07-17.02.47:435][966]LogWindows: Error:
[2020.12.07-17.02.47:435][966]LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 197]
[2020.12.07-17.02.47:435][966]LogWindows: Error: Ran out of memory allocating 74520768 bytes with alignment 0
[2020.12.07-17.02.47:435][966]LogWindows: Error:
[2020.12.07-17.02.47:435][966]LogWindows: Error:
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffd11e23e49 KERNELBASE.dll!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc9e5dc386 UE4Editor-Core.dll!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc9e5dfae8 UE4Editor-Core.dll!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc9e2edd5d UE4Editor-Core.dll!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc9e0f0c8a UE4Editor-Core.dll!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc9e193a56 UE4Editor-Core.dll!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc9e193b93 UE4Editor-Core.dll!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc88c74c38 UE4Editor-GPULightmass.dll!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc88c1c33a UE4Editor-GPULightmass.dll!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc88c0530c UE4Editor-GPULightmass.dll!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc88c0f505 UE4Editor-GPULightmass.dll!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc88c22a2d UE4Editor-GPULightmass.dll!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ff6c43a9b6a UE4Editor.exe!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ff6c43c113c UE4Editor.exe!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ff6c43c121a UE4Editor.exe!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ff6c43d527d UE4Editor.exe!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ff6c43d7faa UE4Editor.exe!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffd13927034 KERNEL32.DLL!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffd1455cec1 ntdll.dll!UnknownFunction ]
[2020.12.07-17.02.47:435][966]LogWindows: Error:
[2020.12.07-17.02.47:463][966]LogExit: Executing StaticShutdownAfterError
[2020.12.07-17.02.47:964][966]LogWindows: FPlatformMisc::RequestExit(1)
[2020.12.07-17.02.47:964][966]LogCore: Engine exit requested (reason: Win RequestExit)
[2020.12.07-17.02.47:972][966]Log file closed, 12/07/20 12:02:47
Im experiencing crashes on any of my levels for cpu lightmass on 4.26… it crashes when it gets to 60 % of the build of texture streaming part… Any idea what would cause this? In fact i just realized it crashes if i just build the texture streaming
The engine doesn’t seem to cleanly compile/load unless you have the MagicLeap dependencies. For the record, the Setup.bat file I’m using has the following command line: