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Lighting build fails in 4.13


I have a problem with 4.13, any preview (installed via launcher)

When I create a new level, or use an example map in a default project, the lighting build works. But as soon as I start dragging actors like static meshes into the scene, the lighting build fails with the following statement: "Job has failed! Job executable didn't exit cleanly. Exit code: -1066598273"

When the actors are removed from the scene again, the lighting build works again. The assets themselves work flawlessly in 4.12 projects.

I also sent the project to a friend, using the 4.14 from the master branch and he gets the same error when building the lighting. I verified my installation via the launcher; no problems there. However, I still deinstalled, downloaded and reinstalled the 4.13 preview again. The error still persists.

If helpfull, I can send you the project itself and/or the raw assets.

Any help is appreciated :) Thanks in advance.

Cheers, Klaus

Product Version: UE 4.13 Preview
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asked Aug 24 '16 at 08:29 PM in Bug Reports

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Hey Klaus,

I've not been able to get this to happen with the 4.13 Preview 3 or my 4.14 internal build that I've seen. I'm using a source build for my internal 4.14, obviously, and 4.13 Preview 3 is the binary version from the launcher.

I used a simple default level and added some of the static meshes from the Modes panel for the basic shapes. I also imported a couple of static meshes for simple shapes From 3Ds Max that didn't cause an issue either.

Here are some things that could cause the lighting to fail like this:

If you don't mind sharing the project you can share a link here or privately. Since forums are down at the moment, I'll make a private post after this one that is private so only you can see. Any response you make will be only visible to me and other staff members.

  • Tim

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answered Aug 25 '16 at 05:57 PM

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Tim Hobson ♦♦ STAFF
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avatar image KVogler Aug 25 '16 at 07:16 PM

Hi Tim,

Thanks for your suggestions. I set swarm to verbose and and also cleared/validated the cache. And that seems to have done the trick. Lightmass works again :) From what I could see in the logs, the engine was for some reason not able to access swarm properly..(some SQL-snafu-mumbojumbo...)

As always, you have been swift and helpfull. Thanks again :)

Cheers, Klaus

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