Hi there,
We’re under a lot of pressure to get something done asap, but we’ve run into a nasty issue where Unreal4 is crashing right near the end of a very intensive lighting procedure, apparently during the lightmap encoding process.
While it might be something we did wrong, the engine certainly isn’t making it clear what it is and because the crash happens at the end of compiling lighting, this would be an extremely time intensive thing to figure out without help.
Call stack follows:
MachineId:57F60DF5478BDA0901A0509259C63B87
EpicAccountId:2ff5e32898f54806ad9f63e9b229fd65
Unknown exception - code 00000001 (first/second chance not available)
Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\RenderCore\Private\RenderResource.cpp] [Line: 118]
A FRenderResource was deleted without being released first!
KERNELBASE + 109229 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FMsg::Logf__VA() + 463 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:531]
UE4Editor_RenderCore!FRenderResource::~FRenderResource() + 121 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\rendercore\private\renderresource.cpp:120]
UE4Editor_Engine!FColorVertexBuffer::`vector deleting destructor’() + 127 bytes
UE4Editor_Engine!FStaticMeshComponentLODInfo::CleanUp() + 401 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\staticmeshcomponent.cpp:1802]
UE4Editor_Engine!TArray::RemoveAt() + 90 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\containers\array.h:1430]
UE4Editor_Engine!UStaticMeshComponent::SetLODDataCount() + 123 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\staticmeshrender.cpp:148]
UE4Editor_Engine!FStaticMeshStaticLightingTextureMapping::Apply() + 429 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\staticmeshlight.cpp:221]
UE4Editor_UnrealEd!FLightmassProcessor::ProcessMapping() + 288 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:3666]
UE4Editor_UnrealEd!FLightmassProcessor::ProcessAvailableMappings() + 304 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:3703]
UE4Editor_UnrealEd!FLightmassProcessor::CompleteRun() + 192 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:2871]
UE4Editor_UnrealEd!FStaticLightingSystem::FinishLightmassProcess() + 883 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:1908]
UE4Editor_UnrealEd!FStaticLightingManager::ProcessLightingData() + 234 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:118]
UE4Editor_UnrealEd!FStaticLightingSystem::UpdateLightingBuild() + 2008 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:2056]
UE4Editor_UnrealEd!UEditorEngine::UpdateBuildLighting() + 100 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:2150]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 177 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:388]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]