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Why when I build light its taking hours??

I know....this area is huge...and I have lightmass volume surrounding it... But after 2 hourss it was only at 2 percent. I mean the area isnt like skyrim big...it's not at all. would anything else slow down the light building process?

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asked Mar 12 '15 at 08:32 PM in Using UE4

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AttemptD
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9 answers: sort voted first

Open Swarm and set Standalone Mode to True

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answered Mar 16 '15 at 05:24 AM

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Missu
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avatar image AttemptD Mar 16 '15 at 05:33 AM

Swarm? What and where is this exactly?

avatar image ZenArtist Jun 14 '15 at 08:17 PM

Swarm is what handles communication between the editor and Lightmass. https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/Lightmass/index.html

When I start the Build, a little Swarm icon appears in my Windows bar (called system tray, I keep mine at the bottom). I click on it (or double-click, I can't recall) and it opens another window where you can edit things in there.

avatar image terrehbyte Oct 30 '15 at 06:56 AM

If you're on Windows, you can find the swarm agent in your system tray, located by the clock on your taskbar by default. You'll want to look for a small black "S" surrounded by yellow. Once you double click on it, it'll bring up the window that ZenArtist mentioned.

alt text

Once that's open, open the settings tab and change the setting for "EnableStandaloneMode" to true. You'll probably want this unless you know that your network has been hooked up to distribute the light bakes across the network.

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Maybe it would help if you tell what you tried so far.

One thing is that you can play with the light mass settings in your level's world settings. For example putting "Static lighting level scale" to about 4 reduces build time a lot.

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answered Mar 12 '15 at 10:44 PM

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spaceharry
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avatar image AttemptD Mar 13 '15 at 12:23 AM

When you adjust parameters in the light mass like that what exactly is it affecting??? I'm new to lighting honestly.
I've never built an area this big or this detailed. I usually build prototypes. :/ All I've done Is try to build on production and high settings. I've honestly never played with the settings in my light mass volume... Are there certain settings inside I need to learn more about to affect my lighting process? I'm not casting shadows with ANY of lights because in the past I've never been able to get it to run. It seems adding shadows is a very large cut into my resources...and when I build light afterwards when casting shadows my fps is so bad nothing is playable. Even on a packaged build.

So please. Any information on what I need to learn would be wonderful. I'll attempt to set the static lighting to 4 as told. I'd just like to understand what exactly it's doing.

Thank you for responding.

avatar image spaceharry Mar 13 '15 at 11:02 AM

https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/Lightmass/index.html

I think its reducing the amount of samples taken to build your lightmaps during the build process.

Also if you are not sure if something could harm your project, better make a copy first. Thank you.

avatar image AttemptD Mar 16 '15 at 02:53 AM

I've gotten it to build with the light quality at preview and the static light level scale at 4. Afterwards tho, it gets stuck after its complete while importing the static lighting. Then it crashes after a couple hours. . Any idea what else can help build lighting on huge levels?

avatar image spaceharry Mar 16 '15 at 04:43 PM

How about previous version of this level. I guess that its not the first time you tried to build the lighing for it.

So if you saved previous version of your level see after which changes it suddenly takes so long to build.

avatar image AttemptD Mar 16 '15 at 05:51 PM

I had turned the shadows off for a while so I didn't build lighting for MAN hours of creation. Someone jeeps talking to me about swarm. I honestly have no idea what that is. It's getting stuck EVERY time I build. Even if I make the light mass a little smaller. Preview quality. I think it's the actor Count. 4300. Someone said that was possibly too much but I honestly do know. Maybe I should export some models together and bring them back to drop the count? I still feel like it's be taking up most of the same resources.....anyone have any other ideas?

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If your static lighting is taking that long and crashing that much then it's possible you are having memory problems. If the level really is huge and isn't broken into several streaming areas then you might run out of memory. You could try switching to dynamic lighting which will be more expensive on the gpu but will take a lot less time to bake and won't createvas many lightmaps. Or you could leave the lighting as static and break your huge level into smaller streaming levels.

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answered Mar 16 '15 at 05:27 AM

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TeamKingdom
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When you build lights in the system tray you have a yellow icon, open it then go in settings and set tu TRUE standalone mode. Leve a message if it works. At least this what I did (before for me take forever to build)

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answered Mar 16 '15 at 05:36 AM

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Missu
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avatar image AttemptD Mar 16 '15 at 09:34 AM

I'm really trying here but honestly have no idea what you are talking about. lol im sorry. Could you explain what you mean by system tray? Could;d you post a pic by chance?

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Ok... I am sorry for my English....tomorrow I will make a video tutorial about that....and I'll post you the you tube address. so stay tuned and if you want to learn unreal I have many many secrets to share. Just watch my tutorials on youtube

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answered Mar 16 '15 at 07:29 PM

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Missu
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avatar image AttemptD Mar 16 '15 at 08:09 PM

Ok please do. And yes I'll definitely check out your channel

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in meanwhile look in system tray (where you have ....windows clock, volume icon,.... ) and you will see a yellow-black icon (only appear when you build lights)

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answered Mar 16 '15 at 08:12 PM

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Missu
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avatar image AttemptD Mar 17 '15 at 06:22 AM

I'm not speaking the same language or something I don't know hat you even mean by system tray. I us UE4 and Blueprints.

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Ok let's see if it works for you. For me was a really help. Go to https://www.youtube.com/watch?v=-vYrxhqXFww

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answered Mar 18 '15 at 07:00 AM

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Missu
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avatar image AttemptD Mar 20 '15 at 03:32 AM

I'm not sure where you got swarm but I don't have it...

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Always when build lights, the Swarm Agent open automatically. If you don't havet then you have a problem with the engine itself

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answered Mar 20 '15 at 04:49 AM

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Missu
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avatar image AttemptD Mar 20 '15 at 05:25 AM

I'm double checking. I'll get back. I think I see now.

avatar image L3dman Dec 14 '16 at 01:08 PM

i found it ,hope it helps cause this sure is taking long and all i did was add a smal wood cabbin in my level :(

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I know this is old, and I don't have a suggestion regarding the build times... But... Regarding the crash. I recently encountered this and solved it.

For me, my issue was Virtual Memory. The problem is, is that windows will notify you about low VM, but if you don't respond to the window (which only stays visible for a brief period), Windows will automatically kill the offending process; which is the building of your lightmass. Thus the crash.

So the solution is simply to increase the Paging file. For example, I had hard set my paging file to be 12GB min/max, and I have 24GB of RAM. This was insufficient for my building needs (even with using a swarm comprised of 4 computers).

All I needed to do to fix the crash was increase my paging limit. For my scenario, I needed 12GB more of a Paging Limit.

However, what I did to future proof this issue, was to add a small 128GB SSD I had lying around, added it to my build server, and completely moved my Page file to that drive (no page file on the system drive) with a size of 8GB-64GB.

The key to note if you do this, is that any "other" drives with paging files, need to be at minimum; equal performance as your system drive. Meaning, if your OS is on an SSD, don't try to put your paging file on a normal "spinner" HDD. Failing to heed this drive "matching" will result in worse problems.

I haven't had a single Lighting hang/crash since doing this.

Regarding swarms: I copied the Engine/Binaries/Win64/DotNet folder from my build to the desired systems (destination location really isn't relevant) I then setup a shortcut to the SwarmAgent.exe process on all systems to automatically start the swarm agent on each system (place the shortcut in "c:\programdata\microsoft\windows\startmenu\programs\startup" Then, launch each swarm agent and update the following properties CacheFolder - Something appropriate for each system (really depends on where you copied the DotNet folder to) AgentGroupName - Must be the same for all agents, what you call it is irrelevant AllowedRemoteAgentGroup - Must be the same for all agents, what you call it is irrelevant AllowedRemoteAgentNames - Must be the same for all agents, I simply used "*" (no quotes) CoordinatorRemotingHost - Must be the same for all agents, enter the name of the system that runs your editor

On your building server, you must have the DotNet\SwarmCoordinator.exe process running prior to starting your lighting build. For me, I just have a shortcut for this executable in my statup folder (like with the swarm agent) on my build server. So that way, everytime my building computer starts, my Swarm Coordinator and Agent processes are automatically started for me without having to remember.

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answered Mar 20 '17 at 04:36 PM

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TX_Alpha
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