Instanced Foliage Actor_ 0 Is too large

Hey there,

I just formatted my pc yesterday due to performance issues and space-issues on my main SSD,
I kept my second and third hard drive unformatted to keep all projects files intact and those HDD didn’t give a problem.
But that’s not my point,

I just opened my project and as i thought i needed to rebuilt my entire lightning(Still have the DerivedCacheData on the same stop tho- Can i just point there again)?

anyway even if that would fix it. I’m still stuck with an error.
I tried to rebuild my light from scratch and i got that my Instanced Foliage Actor is too large.

And then my lightmass crashed. So i added a LightMassImportance Volume to put importance only on the roads of my map. didn’t do the job either. My map is fairly big to redo the lightning on. Pictures below. The Foliage aswell is only near my roads for now as i don’t need foliage everywhere as long i’m not going to go in pre-alpha which is set for another 6 months. The Foliage is culled aswell to imporve performace.

However my error is →

Error === Lightmass crashed:
=== Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp]
[Line: 54] Ran out of memory
allocating 3547200768 bytes with
alignment 0

KERNELBASE.dll!UnknownFunction
(0x000007fefbe9a49d) + 0 bytes
[UnknownFile:0]
UnrealLightmass-Core.dll!UnknownFunction
(0x000007fecf1c44f4) + 0 bytes
[UnknownFile:0]
UnrealLightmass-Core.dll!UnknownFunction
(0x000007fecf0a2754) + 0 bytes
[UnknownFile:0]
UnrealLightmass-Core.dll!UnknownFunction
(0x000007fecefb7867) + 0 bytes
[UnknownFile:0]
UnrealLightmass-Core.dll!UnknownFunction
(0x000007fecefc05c2) + 0 bytes
[UnknownFile:0]
UnrealLightmass.exe!Lightmass::FStaticLightingAggregateMesh::ReserveMemory()
(0x000000013f954734) + 0 bytes
[UnknownFile:0]
UnrealLightmass.exe!Lightmass::FStaticLightingSystem::FStaticLightingSystem()
(0x000000013f8ef589) + 0 bytes
[UnknownFile:0]
UnrealLightmass.exe!Lightmass::BuildStaticLighting()
(0x000000013f90e951) + 0 bytes
[UnknownFile:0]
UnrealLightmass.exe!Lightmass::LightmassMain()
(0x000000013f944f72) + 0 bytes
[UnknownFile:0]
UnrealLightmass.exe!main()
(0x000000013f961950) + 0 bytes
[UnknownFile:0]
UnrealLightmass.exe!__tmainCRTStartup()
(0x000000013f9b6467) + 0 bytes
[UnknownFile:0]
kernel32.dll!UnknownFunction
(0x0000000076cd652d) + 0 bytes
[UnknownFile:0]
ntdll.dll!UnknownFunction
(0x0000000076f0c521) + 0 bytes
[UnknownFile:0]
ntdll.dll!UnknownFunction
(0x0000000076f0c521) + 0 bytes
[UnknownFile:0]

Warning InstancedFoliageActor_0 The
total lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component Warning
InstancedFoliageActor_0 The total
lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component Warning
InstancedFoliageActor_0 The total
lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component Warning
InstancedFoliageActor_0 The total
lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component Warning
InstancedFoliageActor_0 The total
lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component Warning
InstancedFoliageActor_0 The total
lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component Warning
InstancedFoliageActor_0 The total
lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component Warning
InstancedFoliageActor_0 The total
lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component Warning
InstancedFoliageActor_0 The total
lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component Warning
InstancedFoliageActor_0 The total
lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component Warning
InstancedFoliageActor_0 The total
lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component Warning
InstancedFoliageActor_0 The total
lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component Warning
InstancedFoliageActor_0 The total
lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component Warning
InstancedFoliageActor_0 The total
lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component Warning
InstancedFoliageActor_0 The total
lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component Warning
InstancedFoliageActor_0 The total
lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component Warning
InstancedFoliageActor_0 The total
lightmap size for this
InstancedStaticMeshComponent is large,
consider reducing the component’s
lightmap resolution or number of mesh
instances in this component

So now i’m stuck with 4K+ Items left to build in the lightning. Not only this i also have to add some more info.
When the map was about 1/20th of the size(Pointing on the little part of the left of the mountains, it took me over an hour to build the lightning after adding foliage and some basic meshes. I’ve watched some streams and all of them had fast lightbuilds. Mine always take long. The quality is set to preview to get the fastest out of it as i can.

Am i doing something wrong?

Ty for the reading and ty if you can help me!

OK, I am not an expert on this but, I think you’re running out of memory

Ran out of memory allocating 3547200768 bytes

while building the lighting because the Foliages have large Lightmap Sizes (for instance foliage) and there are a lot of them (I’m guessing).

To fix this, you will need to change all of your foliage mesh’s Light Map Resolutions (under Static Mesh Settings in the Static Mesh Editor) to something below 64x (I do not know the exact number you will need, so try some out!)

You can also go into the Foliage editor and click on Show Instance Settings (for each Instance), and down at the bottom there is an option for Lightmap Resolution!

I hope this works!
–GMC

PS. This will help with the light build time too!

2 Likes

Didn’t really work. Gave me the same error. Might’ve been because the map is too big to handle for the first-time-run build?

Hmm, do you mind sending me the map so I can see if it works on my computer? You just need to migrate the map to a folder on your desktop and it will copy all the assets in the map too (make sure to then put that folder in a .zip). Then you can either upload it to something like google drive and send me the link as a PM on the forums, or if it is small enough, you can email it to me (ill send you my email as a PM if you choose this option)! Of course you don’t have to send it to me if you don’t want to, I’m sure an Unreal Dev will see this eventually and you can send it to them, it may just take longer for this to get fixed since they have to see this first!

–GMC

I’m migrating it now. Bare in mind, this map has some other issues such as falling through the landscape on some parts, or if a mesh has simulated physics it falls through. so that’s not on your end but on the map(There’s another post for this about this bug) So if you see that happening, ignore it :slight_smile:
Going to see if i can put it on google drive :slight_smile: I’ll msg you the zip then!

Hmm, so it seems i can’t atm. I’m on smallband and the upload will take ages, the zip is 900Mb big. And with 100kb/s upload it won’t go too fast.

Yah I know what you mean! My full project is +5gb and take +10h to upload at +1mb upload speeds!

I don’t know about falling through the landscape, but as for the physics actor I’m almost sure it’s not a bug. I’m not at my computer right now, but a few things to check: make sure it has collisions, including a seperate physics colision, and make sure the actor in the map has its colision settings set to Physics actor! If that still does not work tell me and I’ll take a better look at it when I get back to my computer! Also if you could send me the link to the post that would be great!