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Lighting built is broken.

I keep getting message "LIGHTING NEED TO BE REBUILT". However pressing 'built All' or 'built light only' doesn't change anything at all (lighting still need to be rebuilt and whole scene lighting is broken).

Log from SwarmAgent

  20:11:54: LogLightmass:Display: Processing scene GUID: 6AEB09C94273CBFF0E688D8F0509D88B with 4 threads
     20:11:54: Processing scene GUID: 6AEB09C94273CBFF0E688D8F0509D88B with 4 threads
     20:11:54: Building static lighting...
     20:11:54: LogGenericPlatformMisc:Warning: Failed to determine engine directory: Defaulting to ../../../Engine/
     20:11:54: Failed to determine engine directory: Defaulting to ../../../Engine/
     20:11:54: [Job] Found a parent connection for PID 2984
     20:11:54: [Job]     65F47BF7 -> 6A9DBEE4
     20:11:54: [Interface:TryOpenConnection] Local connection established
     20:11:54: LogUnrealMath:Error: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead.
     20:11:54: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead.
     20:11:54: LogOutputDevice:Warning: === Handled error: ===
     20:11:54: 
     20:11:54: 
     20:11:54: 
     20:11:54: Ensure condition failed: false [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\math\UnrealMatrix.h] [Line: 266]
     20:11:54: 
     20:11:54: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead.
     20:11:54: 
     20:11:54: Stack: 
     20:11:54: 
     20:11:54: UnrealLightmass-Core.dll
     20:11:54: 
     20:11:54: UnrealLightmass-Core.dll
     20:11:54: 
     20:11:54: UnrealLightmass-Core.dll
     20:11:54: 
     20:11:54: UnrealLightmass.exe!FMatrix::InverseFast()
     20:11:54: 
     20:11:54: UnrealLightmass.exe!Lightmass::FStaticMeshStaticLightingMesh::Import()
     20:11:54: 
     20:11:54: UnrealLightmass.exe!Lightmass::FLightmassImporter::ImportObjectArray<Lightmass::FStaticMeshStaticLightingMesh,TMap<FGuid,Lightmass::FStaticMeshStaticLightingMesh * __ptr64,FDefaultSetAllocator,TDefaultMapKeyFuncs<FGuid,Lightmass::FStaticMeshStaticLightingMesh * __ptr64,0> > >()
     20:11:54: 
     20:11:54: UnrealLightmass.exe!Lightmass::FScene::Import()
     20:11:54: 
     20:11:54: UnrealLightmass.exe!Lightmass::FLightmassImporter::ImportScene()
     20:11:54: 
     20:11:54: UnrealLightmass.exe!Lightmass::BuildStaticLighting()
     20:11:54: 
     20:11:54: UnrealLightmass.exe!Lightmass::LightmassMain()
     20:11:54: 
     20:11:54: UnrealLightmass.exe!main()
     20:11:54: 
     20:11:54: UnrealLightmass.exe!__scrt_common_main_seh()
     20:11:54: 
     20:11:54: kernel32.dll
     20:11:54: 
     20:11:54: ntdll.dll
     20:11:54: 
     20:11:54: ntdll.dll
     20:11:54: 
     20:11:54: 
     20:11:54: === Handled error: ===
     20:11:54: 
     20:11:54: 
     20:11:54: 
     20:11:54: Ensure condition failed: false [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\math\UnrealMatrix.h] [Line: 266]
     20:11:54: 
     20:11:54: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead.
     20:11:54: 
     20:11:54: Stack: 
     20:11:54: 
     20:11:54: UnrealLightmass-Core.dll
     20:11:54: 
     20:11:54: UnrealLightmass-Core.dll
     20:11:54: 
     20:11:54: UnrealLightmass-Core.dll
     20:11:54: 
     20:11:54: UnrealLightmass.exe!FMatrix::InverseFast()
     20:11:54: 
     20:11:54: UnrealLightmass.exe!Lightmass::FStaticMeshStaticLightingMesh::Import()
     20:11:54: 
     20:11:54: UnrealLightmass.exe!Lightmass::FLightmassImporter::ImportObjectArray<Lightmass::FStaticMeshStaticLightingMesh,TMap<FGuid,Lightmass::FStaticMeshStaticLightingMesh * __ptr64,FDefaultSetAllocator,TDefaultMapKeyFuncs<FGuid,Lightmass::FStaticMeshStaticLightingMesh * __ptr64,0> > >()
     20:11:54: 
     20:11:54: UnrealLightmass.exe!Lightmass::FScene::Import()
     20:11:54: 
     20:11:54: UnrealLightmass.exe!Lightmass::FLightmassImporter::ImportScene()
     20:11:54: 
     20:11:54: UnrealLightmass.exe!Lightmass::BuildStaticLighting()
     20:11:54: 
     20:11:54: UnrealLightmass.exe!Lightmass::LightmassMain()
     20:11:54: 
     20:11:54: UnrealLightmass.exe!main()
     20:11:54: 
     20:11:54: UnrealLightmass.exe!__scrt_common_main_seh()
     20:11:54: 
     20:11:54: kernel32.dll
     20:11:54: 
     20:11:54: ntdll.dll
     20:11:54: 
     20:11:54: ntdll.dll
     20:11:54: 
     20:11:54: 
     20:11:54: LogWindows:Error: Windows GetLastError: Operacja uko?czona pomy?lnie. (0)
     20:11:55: Windows GetLastError: Operacja uko
     20:11:55: [Job] Job has failed! Job executable didn't exit cleanly. Exit code: -1073741819
     20:11:55: [MaintainConnections] Detected dropped local connection, cleaning up (6A9DBEE4)
     20:11:55: [CloseConnection] Closing connection 6A9DBEE4 using handle 6A9DBEE4
     20:11:55: [CloseConnection] Connection confirmed for disconnection 6A9DBEE4
     20:11:55: [CloseConnection] Connection disconnected 6A9DBEE4
     20:11:55: [GetMessage] Safely returning to 6A9DBEE4 with no message
     20:11:55: [CloseConnection] Closing connection 65F47BF7 using handle 65F47BF7
     20:11:55: [CloseConnection] Connection confirmed for disconnection 65F47BF7
     20:11:55: [CloseConnection] Closing orphaned Job (6AEB09C9-4273CBFF-0E688D8F-0509D88B)
     20:11:55: [MaintainConnections] Connection 65F47BF7 is DISCONNECTING
     20:11:55: [MaintainConnections] Local connection has closed (6A9DBEE4)
     20:11:55: [MaintainConnections] Removed connection 6A9DBEE4
     20:11:55: [MaintainConnections] Connection 65F47BF7 is DISCONNECTING
     20:11:56: [MaintainConnections] Connection 65F47BF7 is DISCONNECTING
     20:11:57: [MaintainConnections] Connection 65F47BF7 is DISCONNECTING
     20:11:57: [MaintainConnections] Connection 65F47BF7 is DISCONNECTING
     20:11:58: [MaintainConnections] Connection 65F47BF7 is DISCONNECTING
     20:11:58: [MaintainConnections] Connection 65F47BF7 is DISCONNECTING
     20:11:59: [MaintainConnections] Connection 65F47BF7 is DISCONNECTING
     20:11:59: [MaintainConnections] Connection 65F47BF7 is DISCONNECTING
     20:12:01: [MaintainConnections] Connection 65F47BF7 is DISCONNECTING
     20:12:01: [MaintainConnections] Connection 65F47BF7 is DISCONNECTING
     20:12:01: [MaintainConnections] Connection 65F47BF7 is DISCONNECTING
     20:12:01: [MaintainConnections] Connection 65F47BF7 is DISCONNECTING
     20:12:02: [MaintainConnections] Connection 65F47BF7 is DISCONNECTING
     20:12:02: [MaintainConnections] Connection 65F47BF7 is DISCONNECTING
     20:12:02: [CloseConnection] Connection disconnected 65F47BF7
     20:12:02: [GetMessage] Safely returning to 65F47BF7 with no message
     20:12:03: [MaintainConnections] Local connection has closed (65F47BF7)
     20:12:03: [MaintainConnections] Removed connection 65F47BF7
     20:12:03: [MaintainConnections] All connections have closed
     



Product Version: UE 4.10
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asked Feb 18 '16 at 08:37 PM in Bug Reports

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unsoft
6 1 1 4

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Hi Unsoft,

I don't have an direct feedback on solving this one right away, but I do have some things you can try and some additional information I'll need from you to continue.

General Questions:

  • Are you able to build lighting in another level or is it just this level causing an issue?

  • If it doesn't build in that level, can you try building lighting in a new blank project and see if that works?

  • Can you open Swarm Agent and in the Settings tab, set the Verbosity setting to Super Verbose then copy and paste that log here in a text file.

  • Is this happening only in 4.10, or does it happen with other builds of the engine as well?

  • Have you previously been able to build lighting for this scene and/or with this version of the editor?

Things to Try:

  • Clean and Validate the Cache using the menu options in Swarm Agent

  • In your C:\Users[COMPUTER NAME]\AppData\Local\UnrealEngine delete these files. These will regenerate the next time the project is started.

  • Turn off your firewall/antivirus to see if lighting builds.

  • Try using the Verify option in the Epic Games Launcher for the 4.10 version of the editor you're using and/or try to Re-install if it still fails to build.

Let me know the answers to these and we can proceed to troubleshoot this further.

Thank you!

Tim

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answered Feb 18 '16 at 10:23 PM

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Tim Hobson ♦♦ STAFF
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avatar image grifgont Mar 28 '16 at 10:18 PM

I have the same problem, Lighting build failed.

There is superverbose log from SwarmAgent: link text

avatar image grifgont Mar 28 '16 at 10:36 PM

I solve it. This error usually comes from a null scaled static object that can be identified using the Map Check tool, it would display an error looking like this :

Error Cylinder6 Cylinder6 : Invalid DrawScale/DrawScale3D

avatar image nitosouji Apr 13 '17 at 01:31 AM

You helped me! Thank you!

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