Can't save map after building lighting

a few days I try to deal with this error, build maps of light is normally done, I have to build a map of light 350 objects, all nicely landscaped, until you press the save, then shows the crash.

all partitions on the disk is 150 GB free of disk space. I did also updated to version 4.7.5, and update your graphics card drivers and windows 7 64bit. My computer is fitted with a 32GB of RAM and 2xGTX780ti. I do not know how to deal with this error. For some time, all the time the error persists.

Any help is greatly appreciated,

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 + 37901 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:3456]
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::SaveLevel() + 378 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\filehelpers.cpp:986]
UE4Editor_UnrealEd!FEditorFileUtils::SaveCurrentLevel() + 84 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\filehelpers.cpp:2647]
UE4Editor_LevelEditor!TBaseStaticDelegateInstance::ExecuteIfSafe() + 7 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Slate!FUICommandList::ExecuteAction() + 134 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:73]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() + 301 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:296]
UE4Editor_Slate!TMemberFunctionCaller::operator()<>() + 71 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl >::ApplyAfter_ExplicitReturnType >() + 25 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\tuple.h:113]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,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::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!::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 >() + 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 + 105425 bytes
user32 + 104666 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]

Hi str9led,

Can also post your logs and dmp files as well? These can be located in Project Folder > Saved > Logs

When you get the crash reporter to come up after a crash there is an Epic ID and a Machine ID. Can you post these as well so I can pull your crashreport from our database?

I do see a crash that looks similar in our bug report data base with UE-10146 that indicates a crash happening when a Shield Controller is plugged in. If you have one of these or any controller plugged in can you unplug and see if you get the same crash?

If that is the case with the crash can you update to the latest Nvidia driver as this was indicated to be a driver issue on their end.

Let me know.

Tim

MachineId:93D8ADBD484F950FCD7BAEA7381AAD54
EpicAccountId:f4cad479376e48d9a2b511bfc2577f6f

Thank you for your reply Tim, for the moment, I’m trying to disable plugin and then give buid. Today I downloaded the latest drivers for Nvidia 350.12 version and did a system update.

I do not see the plugin Shield Controller.

I’m not able to pull your crash logs yet as it doesn’t look like they’ve made it to a point where I can see it just yet. I’ll have to check tomorrow for that.

The controller is not a “plugin” but a physical controller that is plugged in.

I’ll see if the logs are there tomorrow. Thanks for your patience while I look into this.

I do not have such a controller connected to my workstation. I look forward to tomorrow answer.

previous build was the setting Lightmass

Num Indirect Lighitng Bounces: 6
Indirect Lighting Quality: 6
Indirect Lighting Smothness: 0.6

Today’s build settings Lightmass and crash

Num Indirect Lighitng Bounces: 3
Indirect Lighting Quality: 1
Indirect Lighting Smothness: 1

link text

MachineId:93D8ADBD484F950FCD7BAEA7381AAD54
EpicAccountId:f4cad479376e48d9a2b511bfc2577f6f

link text

if we already know something about my report bug and repair?