Help, can't build lightmass!

I have tried building the light now, I won’t finish, it gets stuck on Building Light…

Here is the SwarmLog from the last try;

09:33:17: [Interface:TryOpenConnection] Local connection established
09:33:17: [Job] Accepted Job F327DFB9-485F9F99-211DD88C-695443A9
09:33:30: [Job] Launched Job UnrealLightmass_2015-04-09_08-36-48_1177584-64bit.exe
09:33:30: [Job] PID is 9096
09:33:30: [Job] GUID is “F327DFB9-485F9F99-211DD88C-695443A9”
09:33:30: LogLightmass:Display: Lightmass Win64 started on: AURUMDEI. Command-line: F327DFB9485F9F99211DD88C695443A9 -numthreads 14
09:33:30: Lightmass Win64 started on: AURUMDEI. Command-line: F327DFB9485F9F99211DD88C695443A9 -numthreads 14
09:33:30: LogLightmass:Display: Processing scene GUID: F327DFB9485F9F99211DD88C695443A9 with 14 threads
09:33:30: Processing scene GUID: F327DFB9485F9F99211DD88C695443A9 with 14 threads
09:33:30: Building static lighting…
09:33:31: [Job] Found a parent connection for PID 9096
09:33:31: [Job] 07C601C5 → 16F702BB
09:33:31: [Interface:TryOpenConnection] Local connection established
09:42:00: Measured CPU frequency: 3.00 GHz
09:42:00: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
09:42:00: Number of texture mappings: 4553
09:42:00: Number of fluid mappings: 0
09:42:00: Number of landscape mappings: 5306
09:42:00: Number of BSP mappings: 0
09:42:00: Number of static mesh instance mappings: 4553
09:42:00: Reserving memory for 9859 meshes, 237041602 vertices, 249520681 triangles
10:02:45: LogWindows:Error: Windows GetLastError: Åtgärden har slutförts. (0)
10:02:46: Windows GetLastError: Åtgärden har slutförts. (0)
10:03:06: Could not start CrashReportClient.exe
10:03:06: Platform Memory Stats for Windows
10:03:06: Process Physical Memory: 11.32 MB used, 28004.46 MB peak
10:03:06: Process Virtual Memory: 61901.88 MB used, 77163.13 MB peak
10:03:06: Physical Memory: 30392.39 MB used, 32637.72 MB total
10:03:06: Virtual Memory: 62842.36 MB used, 134217728.00 MB total
10:03:07: LogGenericPlatformMisc:Warning: Failed to determine engine directory: Defaulting to …/…/…/Engine/
10:03:07: Failed to determine engine directory: Defaulting to …/…/…/Engine/
10:03:25: Exception handled in main, crash report generated, re-throwing exception
10:03:25: Exception handled in main, calling appHandleCriticalError
10:03:25: LogLightmass:Error: === Critical error: ===
10:03:26:
10:03:26: Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 54]
10:03:26: Ran out of memory allocating 15969323584 bytes with alignment 0
10:03:26:
10:03:26:
10:03:26:
10:03:26:
10:03:26: KERNELBASE.dll!UnknownFunction (0x00007ffb154c8b9c) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass-Core.dll!UnknownFunction (0x00007ffad9834544) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass-Core.dll!UnknownFunction (0x00007ffad97127a4) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass-Core.dll!UnknownFunction (0x00007ffad9627867) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass-Core.dll!UnknownFunction (0x00007ffad96305c2) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass.exe!Lightmass::FStaticLightingAggregateMesh::ReserveMemory() (0x00007ff7fe974734) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass.exe!Lightmass::FStaticLightingSystem::FStaticLightingSystem() (0x00007ff7fe90f589) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass.exe!Lightmass::BuildStaticLighting() (0x00007ff7fe92e951) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass.exe!Lightmass::LightmassMain() (0x00007ff7fe964f72) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass.exe!main() (0x00007ff7fe981950) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass.exe!_tmainCRTStartup() (0x00007ff7fe9d6467) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: KERNEL32.DLL!UnknownFunction (0x00007ffb15cc13d2) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: ntdll.dll!UnknownFunction (0x00007ffb1801e954) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: ntdll.dll!UnknownFunction (0x00007ffb1801e954) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26:
10:03:26: === Critical error: ===
10:03:26:
10:03:26: Fatal error: [File:D:\BuildFarm\buildmachine
++depot+UE4-Releases+4.7\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 54]
10:03:26: Ran out of memory allocating 15969323584 bytes with alignment 0
10:03:26:
10:03:26:
10:03:26:
10:03:26:
10:03:26: KERNELBASE.dll!UnknownFunction (0x00007ffb154c8b9c) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass-Core.dll!UnknownFunction (0x00007ffad9834544) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass-Core.dll!UnknownFunction (0x00007ffad97127a4) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass-Core.dll!UnknownFunction (0x00007ffad9627867) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass-Core.dll!UnknownFunction (0x00007ffad96305c2) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass.exe!Lightmass::FStaticLightingAggregateMesh::ReserveMemory() (0x00007ff7fe974734) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass.exe!Lightmass::FStaticLightingSystem::FStaticLightingSystem() (0x00007ff7fe90f589) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass.exe!Lightmass::BuildStaticLighting() (0x00007ff7fe92e951) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass.exe!Lightmass::LightmassMain() (0x00007ff7fe964f72) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass.exe!main() (0x00007ff7fe981950) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: UnrealLightmass.exe!__tmainCRTStartup() (0x00007ff7fe9d6467) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: KERNEL32.DLL!UnknownFunction (0x00007ffb15cc13d2) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: ntdll.dll!UnknownFunction (0x00007ffb1801e954) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26: ntdll.dll!UnknownFunction (0x00007ffb1801e954) + 0 bytes [UnknownFile:0]
10:03:26:
10:03:26:
10:03:28: LogLightmass:Error: Couldn’t start up the Auto Reporting process!
10:03:28: Couldn’t start up the Auto Reporting process!
10:03:28: *** CRITICAL ERROR! Machine: AURUMDEI
10:03:28: *** CRITICAL ERROR! Logfile: UnrealLight_AURUMDEI_BADFD26E440594931AD192B9AEBC241B.log
10:03:28: *** CRITICAL ERROR! Crash report:
10:03:36: [CloseConnection] Closing connection 16F702BB using handle 16F702BB
10:03:36: [CloseConnection] Connection confirmed for disconnection 16F702BB
10:03:36: [CloseConnection] Connection disconnected 16F702BB
10:03:36: [MaintainConnections] Local connection has closed (16F702BB)
10:03:36: [MaintainConnections] Removed connection 16F702BB
10:03:36: [GetMessage] Safely returning to 16F702BB with no message
10:04:02: [Job] Job has failed! Job executable didn’t exit cleanly. Exit code: 1
10:05:58: [CloseConnection] Closing connection 07C601C5 using handle 07C601C5
10:05:58: [CloseConnection] Connection confirmed for disconnection 07C601C5
10:05:58: [CloseConnection] Closing orphaned Job (F327DFB9-485F9F99-211DD88C-695443A9)
10:05:58: [MaintainConnections] Connection 07C601C5 is DISCONNECTING
10:05:58: [MaintainConnections] Connection 07C601C5 is DISCONNECTING
10:05:59: [MaintainConnections] Connection 07C601C5 is DISCONNECTING
10:05:59: [MaintainConnections] Connection 07C601C5 is DISCONNECTING
10:06:00: [MaintainConnections] Connection 07C601C5 is DISCONNECTING
10:06:00: [MaintainConnections] Connection 07C601C5 is DISCONNECTING
10:06:01: [MaintainConnections] Connection 07C601C5 is DISCONNECTING
10:06:01: [MaintainConnections] Connection 07C601C5 is DISCONNECTING
10:06:02: [MaintainConnections] Connection 07C601C5 is DISCONNECTING
10:06:02: [MaintainConnections] Connection 07C601C5 is DISCONNECTING
10:06:03: [MaintainConnections] Connection 07C601C5 is DISCONNECTING
10:06:03: [CloseConnection] Connection disconnected 07C601C5
10:06:03: [GetMessage] Safely returning to 07C601C5 with no message
10:06:03: [MaintainConnections] Local connection has closed (07C601C5)
10:06:03: [MaintainConnections] Removed connection 07C601C5
10:06:03: [MaintainConnections] All connections have closed

Is anyone from the staff logged in who can help me?

Hi ImperiumPandemonium,

Looking at the log it looks as though you ran out of memory.

10:03:26: Ran out of memory allocating 15969323584 bytes with alignment 0

Some things to try:

  • Increase RAM in computer
  • Lower Lightmap Resolution for meshes in scene
  • Use a lightmass importance volume for playable area
  • reduce the number of meshes in your scene

These are some common things that can help you get light builds that don’t take as long and to keep from having too much to calculate.

I hope this helps.

Tim

My RAM is 32 gb ddr4 2400hz it shouldn’t need that, or am I wrong?

Also I have a question, kinda related to this problem. I have drastically changed my worlds from constisting of two levels to consisting of eight or nine, I split the landscapes up and exported them to different levels. My question now is how do I build the light correctly on each level seperately? Every playable level is without an atmospheric fog and a directional light.

I have a persistent level that is a VAAST ocean that has both the directional light and the atmospheric fog. It Has the BPskysphere too.

Is it possible to load the Persistent level plus one island at a time an just build the light in one island at a time?
Ps. the levels are islands.

Large worlds are not the best for building static lighting. It is possible, but as you suggest you’ll need to break the level up to do so.

To give you an idea, the Landscape Mountains demo takes ~24gb of RAM minimum to build.

Is it possible to load the Persistent
level plus one island at a time an
just build the light in one island at
a time? Ps. the levels are islands.

This is accurate. You can make each one independently visible, build lighting, Hide that level and unhide another level, build lighting, repeat.

This should work. It can be cumbersome, but it’s possible. This is why a lot of open worlds (GTA, Skyrim, Assassins Creed, Fallout) all use dynamic lighting.

The directional light is already not static and is movable. I have a day/night system set up in blueprint so I had to set it to movable. If I am correct in my assumption that movable and dynamic are interchangeable terms regarding light, then I already have it set to dynamic.

I am in a process of creating realistic enviroments on the islands one island at a time. In that process I have run into a problem about grass foliage, I want the parts of the island covered in grass, to be completly covered in grass, and that means I need to have a brush size of 65 with a brush strength at 0.017 and the grass asset strength on 6000, to get a good fill everywhere, to completely cover the grass paint leyers of the landscape.

Now after a third of the island is covered it is starting to affect the framerate. Do you have any ideas except culling distances to keep the same grassfield feeling but not to affect fps as much?

As I said my computer is good, and it’s just a small framerate drop, but I don’t expect, or even want the gamers that play and buys the game when I release it to have to upgrade all their hardware to be able to play it on a resolution over 640x640 haha

Dynamic = Movable. So you’re golden then.

If you’re using a day/night system then no static lighting is necessary.

FPS drop with Foliage:

With game development You’ll want to “test, optimize, repeat” often.

Make sure to use profiling to narrow down where hiccups and slow downs are happening. This needs to be done throughout development rather than waiting to the end to figure out what is going on.

For Foliage, making use of Proper LODs, turning off cast shadows for meshes that don’t need it (ie. Grass typically does not need to cast shadows, this will not affect it’s ability to receive them though), use Cull Distances.

These three things can help improve FPS drops with the foliage tool. The more that is visible on screen, you should expect drop offs.

Other games typically have some generic quality settings that adjust things like this. For instance using a Low, Medium, or High settings will increase or decrease the cull distance at which you can see foliage in front of you.