Crash error while doing lighting rendering ran out of memory with 128Gb

Just wondering if there is a work around for the memory demand, I have 128Gb of ECC memory. Using a GTX 980 on a duel Xeon system with 1Tb SSD RAID drive. Was rendering the lighting on a small test island 2 x 2 Km, with a mix of trees, plants and grasses, and 2 small structures.

Here is the crash error I received. Looks like it wanted more than 128Gb of real memory, not sure why it would not used paged memory allocation.

Error === Lightmass crashed: ===
Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 54]
Ran out of memory allocating 119600504064 bytes with alignment 0

KERNELBASE.dll!UnknownFunction (0x00007ffeb38118f8) + 0 bytes [UnknownFile:0]
UnrealLightmass-Core.dll!UnknownFunction (0x00007ffe7e3e4544) + 0 bytes [UnknownFile:0]
UnrealLightmass-Core.dll!UnknownFunction (0x00007ffe7e2c27a4) + 0 bytes [UnknownFile:0]
UnrealLightmass-Core.dll!UnknownFunction (0x00007ffe7e1d7867) + 0 bytes [UnknownFile:0]
UnrealLightmass-Core.dll!UnknownFunction (0x00007ffe7e1e05c2) + 0 bytes [UnknownFile:0]
UnrealLightmass-Core.dll!UnknownFunction (0x00007ffe7e175145) + 0 bytes [UnknownFile:0]
UnrealLightmass.exe!Lightmass::TkDOPTree::Build() (0x00007ff7410fe009) + 0 bytes [UnknownFile:0]
UnrealLightmass.exe!Lightmass::FStaticLightingAggregateMesh::PrepareForRaytracing() (0x00007ff741139aba) + 0 bytes [UnknownFile:0]
UnrealLightmass.exe!Lightmass::FStaticLightingSystem::FStaticLightingSystem() (0x00007ff7410e0333) + 0 bytes [UnknownFile:0]
UnrealLightmass.exe!Lightmass::BuildStaticLighting() (0x00007ff7410fe951) + 0 bytes [UnknownFile:0]
UnrealLightmass.exe!Lightmass::LightmassMain() (0x00007ff741134f72) + 0 bytes [UnknownFile:0]
UnrealLightmass.exe!main() (0x00007ff741151950) + 0 bytes [UnknownFile:0]
UnrealLightmass.exe!__tmainCRTStartup() (0x00007ff7411a6467) + 0 bytes [UnknownFile:0]
KERNEL32.DLL!UnknownFunction (0x00007ffeb3cd4d42) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffeb64293a4) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffeb64293a4) + 0 bytes [UnknownFile:0]

Hi,

The same issue is with me, 512 gb SSD, 16gb Ram, 960 GTX card, Trying to render exterior, But crashing,
I went through few other forums, and got few notes like …Reflation box may cause the problem, Also Need to lower down the trees shadow map to 64 or 32
Also please check HDD memory. I have to try all these options, Also updating you, Give a try and do update me on this also.

Thanks

Hey guys,

Check to make sure you are not setting the lightmap resolutions of your static mesh objects too high. This can cause your lightmass to crash. There was a known and reported issue with some of the template projects using the ‘Override Lightmap Resolution’ option within the ‘Details’ tab of the ‘SM_Cube’ static mesh setting its lightmap resolution too high. Check to make sure this option is disabled as well.

Let me know what you discover.

Regards,

Thanks Andrew,

Your suggestions corrected the errors I was having and it rendered fine.