Swarm agent

Can i use a different program than swarm for light rendering?

Hi CadetDraeGaming,

There isn’t another alternative than using Swarm Agent when using Lightmass for precomputed lighting.

I see you put a tag in that says “Swarm Crash.” Would you mind going into detail with what happening? Maybe I can offer some help to get you working again, or explain what’s going on.

Thank you!

Tim

Lighting ethier crashes engine or doesn’t even fix lighting. Won’t even go to 1%

Does it bring up a window that says “Lightmass Crashed” in a map check window or does this hard crash the editor and you get a call stack that can be submitted?

If it’s just that the lightmass has crashed issue can you post a screen shot of this? More than likely it sounds like it’s running out of memory if this is happening. Lightmass is a very CPU intensive process and will use a lot of RAM. If lightmass if crashing due to running out of memory try using a Lightmass Importance Volume around your playable area. These are not meant to cover entire large worlds, just smaller areas that the player will be able to access. You can use multiple LIVs. Also lower the lightmap resolutions of any meshes that may be too high. For most meshes a lightmap resolution of 64-256 should be more than enough. Higher Lightmap resolutions, while giving better shadow bakes, will take longer to build and will use more RAM when computing.

If you’re getting a full editor crash can you post your Logs (Project Folder > Saved > Logs) and your call stack that includes your Epic/Machine ID?

If the crash is killing the editor I’d like to try and reproduce on my end and get a bug report in so that this can be fixed.

Thank you!

Tim

Ok. Its only fully crashed two times. I cant get on engine now so later I can provide screen shot. Thanks!

No problem. Post back whenever you have time and I’ll take a look as soon as I’m able. :slight_smile:

it was fixed in 4.8.0

Glad to hear. If you’re still running into any issues feel free to post here and I’ll have a look.

Thank you for the update!

Tim