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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]: /storage/temp/90363-capture.jpg

Product Version: UE 4.12 Preview
Tags:
capture.jpg (26.5 kB)
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asked May 12 '16 at 07:43 PM in Bug Reports

avatar image

Metathesus
125 7 10 13

avatar image Adam Davis STAFF May 13 '16 at 01:39 PM

Hi Metathesus,

  • What steps can I take to reproduce this on my end?

  • Can you post your crash logs here so I can take a look? They can be found at \Unreal Projects\PROJECTNAME\saved\logs.

  • Have you checked our lighting troubleshooting guide here? https://wiki.unrealengine.com/LightingTroubleshootingGuide

  • Can you post your crash callstack here so I can take a look?

avatar image Metathesus May 16 '16 at 05:56 PM

Hi Adam!

  • 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! ;-)

  • 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

avatar image Adam Davis STAFF May 16 '16 at 06:44 PM

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

alt text

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?

crashreporter.png (93.5 kB)
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3 answers: sort voted first

Hi Metathesus,

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.

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answered May 18 '16 at 08:27 PM

avatar image Metathesus May 23 '16 at 06:44 AM

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

avatar image Gareth Martin STAFF May 24 '16 at 08:48 AM

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.

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There isn't any Callstack, just the screenshot attached in my first message...

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answered May 17 '16 at 11:52 AM

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Metathesus
125 7 10 13

avatar image Adam Davis STAFF May 17 '16 at 02:30 PM

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.

avatar image Metathesus May 18 '16 at 10:40 AM

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

avatar image Adam Davis STAFF May 18 '16 at 01:55 PM

You can send me a private message on the forums. Here is a link to be able to do so: https://forums.unrealengine.com/member.php?49-Adam-Davis

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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?

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answered May 24 '16 at 10:58 AM

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Metathesus
125 7 10 13

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