[crash] lightmass crashed:

When I bake lights now I get the message;

Error === Lightmass crashed: ===

In the log I only see this;
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LightingResults: New page: Lighting Build - Mar 28, 2014, 12:09:34 AM
LightingResults:Warning: Performance Warning No importance volume found and the scene is so large that the automatically synthesized volume will not yield good results. Please add a tightly bounding lightmass importance volume to optimize your scene’s quality and lighting build times.
LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED
LightingResults:Error: Error Level has bPrecomputeVisibility enabled but no Precomputed Visibility Volumes, precomputed visibility will not be effective.)
LogEditorBuildUtils: Build time 0:00:04
=== Lightmass crashed: ===

*** CRITICAL ERROR! Machine: DUKE8
*** CRITICAL ERROR! Logfile: UnrealLight_DUKE8_2BA699BF4CA908CED36C03A174F71D8B.log
LightingResults:Error: Error === Lightmass crashed: ===

*** CRITICAL ERROR! Crash report:
Job has failed! Job executable didn’t exit cleanly. Exit code: 1
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The last thing I did was to move some meshes and one material from a folder to another in the editor.
After that the folder was empty so I decided to delete it.

At that moment it prompted a message saying something similar to 'there are redirections, are you sure you want to delete them? I selected yes.

I suppose the redirections where used to point the assets for another map from the same project. That map wasn’t important so I didn’t mind do delete the folder.

Overall I’m not sure if this has anything to do with my problem, but that’s the only thing I can think of that could have triggered my bug situation.

Another interesting point is that the other level now also crashes when I try to bake lightmaps while a 3rd map from the same project that doesn’t use any of the moved assets bake without errors.

What can I do?

I’ve just migrated all my assets in a new project including my main map.
I deleted all the redirections files and unused folders to try to fix the issue.

The new project and the map loads properly, but I still have the same issue.

Baking light in the example scene works fine.

The issue might be related to another problem I have with the editor;
I’m unable to place a bsp brush in my scene, no matter which one I chose it will crash.

I’ve posted about it here;

So its perhaps a BSP issue that lightmass can’t access or something like that?
I think I used to have a BSP box in the scene but I can’t find it anymore. I don’t recall if I deleted it or if it just vanished by itself after a crash perhaps.

I have more than 600 meshes carefully placed in this map, redoing it would be a nightmare, please help me!

I still have my BSP brush issue though.

Alright so I found the issue and it’s a bug with UE4 caused by the snapping tool from Rama.

Some meshes have been inadvertently snapped to the sky sphere!

Lightmas crashes when objects are this far!

Normally this shouldn’t happen with Rama’s snapping tool anymore (he fixed this) but if someone manually places a mesh that far it will happen so I suppose there could be a better log about this.
I had multiple objects on the sky sphere and about 600 objects in the level so it can be hard to figure it out :wink:

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