Crushed after building ? Code line 118

I have black window and white text:

MachineId:70062DBD43384D07F21F15930C901637
EpicAccountId:7e2b14968562451db99e832d7b69a351

Unknown exception - code 00000001 (first/second chance not available)

Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\RenderCore\Private\RenderResource.cpp] [Line: 118]
A FRenderResource was deleted without being released first!

KERNELBASE + 109229 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!FMsg::Logf__VA() + 463 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:531]
UE4Editor_RenderCore!FRenderResource::~FRenderResource() + 121 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\rendercore\private\renderresource.cpp:120]
UE4Editor_Engine!FColorVertexBuffer::`vector deleting destructor’() + 127 bytes
UE4Editor_Engine!FStaticMeshComponentLODInfo::CleanUp() + 401 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\staticmeshcomponent.cpp:1802]
UE4Editor_Engine!TArray::RemoveAt() + 90 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\containers\array.h:1430]
UE4Editor_Engine!UStaticMeshComponent::SetLODDataCount() + 123 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\staticmeshrender.cpp:148]
UE4Editor_Engine!FStaticMeshStaticLightingTextureMapping::Apply() + 429 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\staticmeshlight.cpp:221]
UE4Editor_UnrealEd!FLightmassProcessor::ProcessMapping() + 288 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:3666]
UE4Editor_UnrealEd!FLightmassProcessor::ProcessAvailableMappings() + 304 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:3703]
UE4Editor_UnrealEd!FLightmassProcessor::CompleteRun() + 192 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:2871]
UE4Editor_UnrealEd!FStaticLightingSystem::FinishLightmassProcess() + 883 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:1908]
UE4Editor_UnrealEd!FStaticLightingManager::ProcessLightingData() + 234 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:118]
UE4Editor_UnrealEd!FStaticLightingSystem::UpdateLightingBuild() + 2008 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:2056]
UE4Editor_UnrealEd!UEditorEngine::UpdateBuildLighting() + 100 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:2150]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 177 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:388]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
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]

Can somebody explain me this report? :slight_smile:

Hi Alex Fox -

Can you give me some details about the level you are trying to build? Specifically what type of lights you are using in the level; and if you are using Foliage or the Foliage tool, how many verts are your individual foliage elements and how many are you applying in the level you are trying to build? Finally and again if you are using foliage can you give me a breakdown of the material you have applied to them.

Thank You

Eric Ketchum

I deleted all LODs from my objects (I tried it after I read this Error_Industrial - Pastebin.com ). I made my level from BSP blocks (columns, construction, floors, pillars and walls). All meshes (stairs, chairs, tables, rails, lamps) are my models.
I use Directional Light, a few Spot Lights and a few Point Lights.
I created only one material from my texture (color TARGA (.tga) file with alpha channel, size 512x512 px) (my_material). Apart from it I used only materials from Unreal Engine 4.7.5. - Starter Content folder and special pack from Marketplace " Game Textures Material Pack " .

I deleted elements - one after the other. After delete element (I mean for example 10 lamps or 1 big clock) I rebuild all.
I started from decals, light and next I deleted assets.

I think DELETE ONE AND REBUILD it’s the solution! :wink:

SOLVED :wink:

This is now fixed

Change 2541394 by .Wright@DWRIGHT-G5038-UE4_CODE2 on 2015/05/07 14:39:22
Fix for crash importing lighting with static meshes with LODs that have been vertex painted

Thank you :wink: next time I’ll try use your tip :wink: