Editor crashes ( 5 times in a row! ) when saving, after the light built is done

Editor crashes again and again after I try to save after the light build which lasts for almost 10 hours.
Freakin’ frustrating !

Win 8.1 Genuine
AMD FX8120
Radeon R9 285 0C
16GB RAM

MachineId:361FD10F4E82C6905BA8E4B3EF7764BA
EpicAccountId:16499f080fcc4cd8b0bab20da700728e

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

Assertion failed: NewPosition >= 0 [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformFile.cpp] [Line: 59] 

KERNELBASE + 24684 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!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_Core!FFileHandleWindows::Seek() + 132 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformfile.cpp:60]
UE4Editor_Core!FArchiveFileWriterGeneric::Seek() + 36 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\hal\filemanagergeneric.cpp:715]
UE4Editor_Core!FArchive::SerializeCompressed() + 4041 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\serialization\archive.cpp:690]
UE4Editor_CoreUObject!FUntypedBulkData::SerializeBulkData() + 172 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\serialization\bulkdata.cpp:1009]
UE4Editor_CoreUObject!UPackage::SavePackage() + 27727 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:3455]
UE4Editor_UnrealEd!UEditorEngine::SavePackage() + 1105 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:4416]
UE4Editor_UnrealEd!UEditorEngine::Exec_Obj() + 1739 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editorserver.cpp:4162]
UE4Editor_UnrealEd!UEditorEngine::Exec() + 1160 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editorserver.cpp:5238]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() + 273 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedsrv.cpp:742]
UE4Editor_UnrealEd!SaveWorld() + 4227 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\filehelpers.cpp:526]
UE4Editor_UnrealEd!FEditorFileUtils::SaveMap() + 296 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\filehelpers.cpp:1994]
UE4Editor_UnrealEd!InternalSavePackage() + 3085 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\filehelpers.cpp:2346]
UE4Editor_UnrealEd!FEditorFileUtils::PromptForCheckoutAndSave() + 5235 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\filehelpers.cpp:2873]
UE4Editor_UnrealEd!InternalSavePackages() + 114 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\filehelpers.cpp:2460]
UE4Editor_UnrealEd!FEditorFileUtils::SaveDirtyPackages() + 393 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\filehelpers.cpp:2574]
UE4Editor_MainFrame!FMainFrameHandler::CanCloseEditor() + 918 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\mainframe\private\frame\mainframehandler.h:124]
UE4Editor_MainFrame!FMainFrameHandler::CloseRootWindowOverride() + 14 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\mainframe\private\frame\mainframehandler.h:143]
UE4Editor_SlateCore!SWindow::RequestDestroyWindow() + 76 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swindow.cpp:1055]
UE4Editor_Slate!SWindowTitleBar::CloseButton_OnClicked() + 69 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\public\framework\application\swindowtitlebar.h:415]
UE4Editor_Slate!TMemberFunctionCaller<SWindowTitleBar,FReply (__cdecl SWindowTitleBar::*)(void) __ptr64>::operator()<>() + 71 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SWindowTitleBar,FReply (__cdecl SWindowTitleBar::*)(void) __ptr64> >() + 25 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\tuple.h:113]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SWindowTitleBar,0,FReply __cdecl(void)>::Execute() + 89 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:439]
UE4Editor_Slate!SButton::OnMouseButtonUp() + 339 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:228]
UE4Editor_Slate!<lambda_de96dc3471181973108233c6db1f9843>::operator()() + 188 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3985]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_de96dc3471181973108233c6db1f9843> >() + 215 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:202]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() + 601 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3988]
UE4Editor_Slate!FSlateApplication::OnMouseUp() + 294 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3949]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() + 3573 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:1373]
UE4Editor_Core!FWindowsApplication::DeferMessage() + 318 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:1669]
UE4Editor_Core!FWindowsApplication::ProcessMessage() + 4016 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:742]
UE4Editor_Core!FWindowsApplication::AppWndProc() + 114 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:604]
user32 + 9268 bytes
user32 + 8855 bytes
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() + 118 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:774]
UE4Editor!FEngineLoop::Tick() + 3737 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2233]
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]

.

Help please!

The same issue is happening on 4.7.1. WRRR !!!

Hi wielkiczarnyafgan,
Until someone from the Epic staff gets here to help you, could you please attach the log file from your project folder here?
It should be in C:\Users(username)\Documents\Unreal Projects(projectname)\Saved\Logs
From initially looking at the bug splat you pasted here, it could be a file system issue while saving (insufficient disk space, not enough rights, bad sectors?) but I’m not sure. The logs would help.

Hi ! Here’s the log file MEGA

Thanks, can you also attach the crash dump file (.dmp) that was generated in the same folder?

Hi! Here you go: MEGA

I looked at the crash dump and there seems to be a problem while serializing the bulk data - the data is probably quite huge in size and is causing overflows.
Have you made sure there is enough space on your A, B and W drives? (>10GB) and they’re NTFS and not FAT32?
I’m not entirely sure of this, but could you also try lowering your Lightmap resolution, try building the lighting again and then save your project?
Also, does this problem occur with a simple small landscape with few materials?

Looks like someone else has had this problem too:
https://answers.unrealengine.com/questions/156528/cant-save-map-after-building-lighting.html

Like I suspected, it looks like you’ve got way too much Lightmass data being generated.
I’d recommend reducing the number of foliage meshes and reducing the Lightmap resolution.

If you’re feeling adventurous, you can turn off static lighting and try LPV GI - although it won’t look quite as good as Lightmass.

Hi! My drives are in NTSC format and have much more free space than 10gb ( 35/320/340gb ) . I will try to reduce lightmass resolution ( first ) and see if this helps. If no success, then I will try to reduce the lightning data amount ( entities that need to have lightning built ). Thanks for help!

Hi! I have reduced amount of rendered data and lightmass resolution both - It came out succesfully - thank you !!! :slight_smile:

Awesome! Please mark my answer as “Accepted” so this issue can be closed for tracking.

Epic - I have had enough!
It was fine for a moment but started to crash again! ;-((( Now it crashes to desktop even with 200 objects to light build.

I cleaned the Derived Data Cache, Deleted the old save files from Saved folder, I have more than 35gb of hard drive space,but it still crashes when I try to save after the lightning is done building.

AGAIN IT STARTED TO CRASH !!! NOW EVEN WITH 200 objects to build light ! That’s about 30th crash in a row !!!
Epic - I have had enough !!!
You are doing simply nothing to help users !
Fuc* !!!
I have cleaned all the data in Derived Data Folder and cleaned old save files from Saved folder, I have more than 35gb of hard drive free space - I cannot continue my work since more than a week!

I even dropped the light built quality to preview and this did not help!

Hi! I’d be glad to, but I don’t really know If I would make it since my project size ( non compressed ) is 14 Gigabytes.
I will try to compress and divide into packs, then upload to my cloud server.

Sorry I got little mad, because lately I asked Epic about basic proper lightmass configuration and they gave me a very evasive answer.

Regards mate.

Okay, no problem.
I have already checked before the topic that you posted.
Regards

I think you might be doing something unusual in your map since I’ve seen people with way more objects who don’t face crashes. Would you be able to upload your project somewhere for me (and hopefully some others) to test?
Also, “simply doing nothing to help users” is exaggerating a bit :slight_smile:

I’m sure someone will take up your case soon.

Could you please do this before uploading: make a copy of your whole project folder and keep it safe. Then, delete the “Saved” and “Intermediate” folders from your project folder and try compressing the folder. It should free up a lot of space. Then upload the archive.

Oh and while you’re doing that, check this page on how you could optimize build times: