UnrealLightmass.exe unable to start (0xc000007b) - w/ Dependency Walker info

I previously encountered the identical issue with regards to the Unreal Editor itself, which is resolved now, however now when I Build Lighting the UnrealLightmass.exe program Does Not Start with error (0xc000007b) and When I run Dependency Walker I get identical missing files as my previous issue.

  • I’ve Uninstalled the Visual C++ Redist and re-installed it
  • I’ve Run the .NET 4 Fix program from Microsoft.
  • I’ve updated .NET 4.5
  • I’ve ensured that DirectX was up to date
  • I’ve Installed Visual Studio Express 2013 Desktop Edition
  • I rebooted my computer
  • I have run out of my own ideas and need help because This is a really big problem.
  • My DxDiag is available at http://www.tensioncore.com/DxDiag.txt

I’ve run the UnrealLightmass.exe through Dependency Walker and it tells me the following DLLs are missing:

API-MS-WIN-APPMODEL-RUNTIME-L1-1-0.DLL

API-MS-WIN-CORE-WINRT-ERROR-L1-1-0.DLL

API-MS-WIN-CORE-WINRT-L1-1-0.DLL

API-MS-WIN-CORE-WINRT-ROBUFFER-L1-1-0.DLL

API-MS-WIN-CORE-WINRT-STRING-L1-1-0.DLL

API-MS-WIN-SHCORE-SCALING-L1-1-1.DLL

DCOMP.DLL

ICUIN53.DLL

ICUUC53.DLL

IESHIMS.DLL

Please do not suggest that I reinstall Windows because that is NOT an option - this system is very mature and established - a reinstall for a single program error would take 60 hours+ and be a colossal waste of time

I’ve now also un-installed/Reinstalled Unreal Engine itself…and lost many of my downloads from the marketplace (because they no longer appear to exist in the marketplace)

Hi Tensioncore,

Agreed on the Windows re-install! However, this has resolved some issues in the past by people doing this before figuring out the root cause. It’s a brute force method though because the hitch has to be somewhere. :slight_smile:

Before delving into some possible suggestions, what are the downloads from the marketplace that you lost? There shouldn’t have been a reason to uninstall the launcher as that is a separate entity than the engine. Regardless, to my knowledge no content has been removed from the marketplace. Some of the content created by Epic has moved to the Learn tab now though. Can you check there and see if you’re seeing the content you need? If not please let me know what downloaded content and I can check that part out.

Lightmass:

Just to confirm a couple of things:

  • Are you using the source or the Binary build of the launcher?
  • Are you using the latest build 4.7.2?
  • Everything except lightmass appears to work correctly in the editor, right?
  • Are you able to open the SwarmAgent.exe (Engine/Binaries/DotNET/)
  • If yes, can you see any thing coming up in the Logs tab when attempting to build lighting?

Swarm Agent directories to clear that may help:
In Swarm Agent click on the menu > Cache > Click Clean & then Validate
Also navigate to this folder and delete all files and folder (with the editor closed): X: / Users / [ Computer Name ] / AppData / Local / UnrealEngine /

This next part is a crash log location for applications that crash with Windows: X: / Users / [ Computer Name ] / AppData / Local / Microsoft / Windows / WER / ReportQueue /

Delete all the folders here first. Any crash that happens with any application running in Windwos is logged here. Since we want to look specifically at the one caused by lightmass.exe if all these are deleted, When you build lighting again and it crashes there should be a folder with logs and a couple of other useful files created here. You can zip those and attach to this post.

That’s all I really have at the moment. Hopefully some of this will help us proceed and get this resolved for you.

Let me know.

You are absolutely correct about most of the situation. I’m running the version installed by the Launcher. My Swarm starts up, I am running 4.7.2 and I can see usual business in the Swarm Logs like Build job started, GUID assigned, and then it says Job failed with a really random number like -17896465690 (I’m away from the computer at the moment so I cannot confirm the exact # at the moment)

Everything else in the Unreal Engine works.

What I’ve also found with Dependency Walker is that these dll references are coming from MSHTML.dll and IEFRAME.dll which are both Windows files.

I will look into this and get back with the other information shortly.

The SwarmLog file is attached.link text

Oddly, Windows Error Reporting did not log anything when I ran the Build Lighting that time. The error did in fact happen again though - I even tried launching the exe on its own and it failed, yet made no WER log.link text

I am Running Windows 7 Ultimate x64 with Intel Q-core i5 / AMD Graphics hardware if that helps any. You’d probably see that in my log files though.

Any ideas Tim?

I’ve updated to 4.7.3 and now when I attempt to build the lighting the same series of events happens however I do not ever see the UnrealLightmass.exe attempt to start (likewise I see no error box.)

I can still confirm the program fails with the same code when attempting to launch it on its own.

Please help. I’ve never been able to build my lighting since I’ve started using UE4 in early February.

I emailed one of the devs yesterday as I’m currently out of ideas with this one. I’ve not heard back from him at this point though.

Can you try downloading 4.6 and see if the lighting will build with this versus 4.7. This could help narrow down if it’s a specific error for 4.7 or 4.6. I’ve not had anyone else reporting this issue.

Looking through Google there seems to be multiple suggestions for fixing the Windows error for (0xc000007b). Maybe some of these could help as this may be a problem with Windows in that respect, but not I’m not certain.

Hi tensioncore,

Tim is right, analyzing UnrealEngineLauncher.exe or EpicGamesLauncher.exe have no sense, as it is not taking part in building lighting.

  1. Could you please try to open UnrealLightmass.exe using DependencyWalker and tell me if it’s missing something?

  2. Are you trying to build lighting on some remote machine or you just using default configuration?

Thanks,

Jarek

I am downloading 4.6 and 4.5 right now to experiment with those.

I am not trying to build lighting in any way other than from UE itself.

The files indicated in my original post are the files Dependency Walker Shows as missing.

I do have VS2010 Ultimate installed which I’ve had on my system for several years now, I’m not sure if that would be causing a conflict or not… I don’t see why it would though.

I simply tried the other things out of frustration not because I really thought that they would fix my problem. I do realize that the light building gets handled by the swarm, coordinator and more specifically the UnrealLightmass.exe.

I don’t know…I’m going to try the older version (4.5) and see if it works.

I may be building a new game-dev workstation in the near future anyways and hopefully I don’t have the problem again…it seems like all the worst and most unlikely things that could ever happen to anyone always happen to me…I run a web hosting business on my own hardware in my own office so use your imagination to discover all those possibilities…yes they’ve all happened.

First of all we’re not supporting VS2010. VS2013 is required for engine to work properly, even the express edition (free).

Secondly you’ve not answered my questions. We can’t help you unless you cooperate. Please try opening UnrealLightmass.exe through DependencyWalker and list missing dlls then.

Some missing dlls are fine (I think it may be DependencyWalker issue). Nevertheless if you have ICUIN53.DLL and ICUUC53.DLL on your missing list then there may be our problem. Please verify if you have those in Engine\Binaries\ThirdParty\ICU\icu4c-53_1\Win64\VS2013.

If your notice, the folder suggests that they are built for VS2013. If they are there, then they’re not loaded because of some missing VS2013 redist dlls?

Cheer up, I think we will come up with sth :).

Thanks,

Jarek

A little more hostility than I was hoping for when asking for help… but anyways, In my original post as you asked for dependency walker info was already present with the answer you were looking for.

now when I Build Lighting the UnrealLightmass.exe program Does Not Start with error (0xc000007b) and When I run Dependency Walker I get identical missing files as my previous issue.

Said files:

API-MS-WIN-APPMODEL-RUNTIME-L1-1-0.DLL

API-MS-WIN-CORE-WINRT-ERROR-L1-1-0.DLL

API-MS-WIN-CORE-WINRT-L1-1-0.DLL

API-MS-WIN-CORE-WINRT-ROBUFFER-L1-1-0.DLL

API-MS-WIN-CORE-WINRT-STRING-L1-1-0.DLL

API-MS-WIN-SHCORE-SCALING-L1-1-1.DLL

DCOMP.DLL

ICUIN53.DLL

ICUUC53.DLL

IESHIMS.DLL

When working on trying to resolve this issue I installed VS2013 Express to no change in light building outcome.

Both of those ICUIN53 and ICUUC53 DLL files are present in the folder you specified.

I’ve attempted building the lighting with 4.6 and 4.5 to no luck.

Next I will attempt to remove VS2010 and see if that changes anything.

UPDATE

I’ve made some progress by:

  • Uninstalling All VS2010 updates that were applied (no change in Depends)
  • Uninstalling Internet Explorer 11 (took All errors in DLLs away except for ICUU53 and ICUIN53 and IESHIMS)
  • I added C:\Program Files\Internet Explorer to PATH (and x86 version) - This resolved IESHIMS.dll error.
  • I added C:\Program Files\Epic Games\4.7\Engine\Binaries\Win64 (and the Win32 folder) to PATH - this resolved my errors with ICUIN53.dll and ICUU53.dll

Now attempting to build the lighting still fails with the same error code, but now when I run Depends it show me this as the only error:

Error: At least one module has an unresolved import due to a missing export function in an implicitly dependent module.

Error: Modules with different CPU types were found.

Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module.

Hmm, in your original post you mentioned that you run Launcher through DependencyWalker and I asked for Lightmass.

Nevertheless on my machine I have similar report, but without ICU*.dll so it may be our problem.

Could you try to build UnrealLightmass from sources and run it under VS? This could give us additional info.

Thanks,

Jarek

I had run the Launcher in depends when I had the same issue when I first installed UE4 in February to see what the problem was.

I proceeded to use the same method to determine my problem when I wanted to know why my UnrealLightmass.exe would not work to build the lighting.

As you will see in my post below from just a few hours ago, I’ve managed to get the DLL problems out of the way but my Lightmass program still crashes with the same error (0xc000007b.)

Thanks for your idea, I’ll give it a try and post my results.

Yes, I saw it, but still compiling it from sources and running it under VS can help.

I get the exact same Error (0xc000007b) and the same updated error from Depends.

  1. Have you run UnrealLightmass from the debugger or the whole UE4 and UnrealLightmass from within? Cause you need to run UnrealLightmass only in order to attach the debugger and give additional info.

  2. Did the debugger stop somewhere in the code or did you see normal message box with the error?

  3. Have you build the debug version of UnrealLightmass? To do this you need to change it’s configuration in Configuration Manager from Development_Program to Debug_Program.

Jarek

I did run it as debug and compiled the entire Editor, but it was early and I wasn’t thinking very well…

I’ve run the UnrealLightmass in debug standalone and am getting more to the root I think…

Now VS 2013 is showing this error:

A first chance exception of type ‘System.IO.FileNotFoundException’ occurred in mscorlib.dll

A first chance exception of type ‘UnrealBuildTool.BuildException’ occurred in UnrealBuildTool.exe UnrealBuildTool.Main Error: 2 : UnrealBuildTool Exception: ERROR: Couldn’t find platform name.

The thread 0x1248 has exited with code 259 (0x103).

The thread 0x1894 has exited with code 259 (0x103).

The program ‘[4476] UnrealBuildTool.vshost.exe’ has exited with code 0 (0x0).

I’m continuing to work on this…