Can't save map after building lighting
After I build lighting for my level (and it imports fine) I can't save it. It stops at 57% and then - after a while - proceeds to crash.
I have about 200.000 grass objects as foliage. When I remove those, lighting builds fine (and is 15 times faster!). I can not tell lightmass to disregard the grass. When the grass is not deleted beforehand, lighting building takes way longer, the results are imported to the engine fine and I can look at them. However I can't save the map.
First things first. Here is the log:
Another thing I noticed is this: This is a screenshot taken in the "Saved" folder.
While saving the map, those files are created. One file is created, filled up until it reaches about 2GB in size and then the next begins. Once the fourth file is "full", the engine crashes. Whenever I save the map without lighting built or with lighting build, but without grass, the map takes up a size of 100MB, so maybe the issue has to do with this.
Any help is much appreciated!
Ok, I tested it on 4.7 preview 3 to see if this crash occurs. Given the specs of my pc I determined to increase the amount of foliage to 560,000 to ensure that, if a crash would occur that it absolutely would happen. The machine did not crash, though it did end up using all 32gb of ram and slowed my computer to a grinding halt for long periods of time (I just got it to a point where I could move about again), but it did not crash. Given that you are working on a laptop with 12gb of RAM, I believe that the reason it is crashing is simply too much data for the machine to handle with the current foliage lighting that is in engine. My computer only lasted through the process I put it through because it has 32 gb and a gtx 750 video card, any less and it probably would have crashed from sheer data being transferred through lightmass. I would recommend drastically reducing the amount of foliage you are using to less than 130,000. If anything less than that works that is simply the physical limit of your current machine. If you absolutely must have 130,000+ foliage in your level, I would highly recommend reverting to 4.5.1 (if you have a version of your project available pre-4.6.0, as projects worked on in later builds are not backwards compatible with earlier engine versions) as static lighting did not build on foliage pre 4.6.
I did a double check and found that it was mentioned in the 4.6 release notes that the new lighting is ideal for small to medium levels, however it does not scale well with larger levels due to memory requirements, you can find more information on this here:
answered Jan 14 '15 at 09:09 PM
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