Build light crash at 100%

Hello!

I have remove all levels except the one with my Landscape that contain :

  • A modified material from the AutoLandscape Material from market with “Landscape Grass”

  • Some painted foliage

  • A Procedural volume foliage

  • a small Spline mesh

  • A BP with a mesh and the new Reflection Plane

Editor crash after build light (I think before generating the lightmaps??)

If you need some logs or something else to track the bug, just ask?

[Crash][1]
[1]: 90363-capture.jpg

Hi ,

Hi !

  • I don’t know! I can Send you a reduced version of my project which is crashing too! If I can send something with market content…

  • See attachement!

  • Yes! Of course! :wink:

  • What’s a crash callstack (I’m french) ? Where can I find it?

  • Note, It’s a network render with coordinator… haven’t try standalone rendering.

link text

Thanks.

P.S: In the next days I will try Preview 3

The callstack is the crash report window that appears after the editor crashes. It should look like this:

The portion that has a green square around it is the information I need.

What are the exact steps you take before the crash occurs? Do you paint additional foliage? Add any actors? Change any materials?

There isn’t any Callstack, just the screenshot attached in my first message…

Thank you for the additional information. Do you have a sample project this is occurring in you could provide? I’ll be happy to take a look and see what may be occurring.

How can I send you the link (googledrive) avoiding to be public because market content?

You can send me a private message on the forums. Here is a link to be able to do so:

Hi ,

I was able to reproduce this error with your project and have entered a bug report, UE-30975, to be assessed by the development staff.

Thank you! Hope it will be resolved for the 4.12 release!

Thankyou for the project, we have fixed the crash for the 4.12 release!

I will warn you though, that after the crash was fixed it still hangs for 3 hours (or more if your PC is less powerful than mine) at the end of a lighting build due to having precomputed visibility enabled on such a large level. I would recommend disabling precomputed visibility to avoid this hang, it’s probably not benefiting you in an outdoors environment anyway.

Many thanks to you and all the team for the great work!

I will first try to disable precompute visibility to see the impact on the static lights and shadows in interiors…

Placing a smaller precomputed visibility volume only on my buildings can help?
Will It Keeps the exterior foliage shadows intact?

One more question, if I download the 4.12 sources now, is the commit has been applied?