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Swarm failed to kick off

Every time I try to build lighting, swarm fails to kick off. I've made sure swarm is running as admin, and Ive disabled my antivirus, and it still fails to kick off whenever I build. The editor doesn't crash at all, everything else seems to be working. Thanks in advance.

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asked Jun 05 '14 at 09:10 AM in Bug Reports

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The Scanner Darkly
70 6 11 13

avatar image Lovecraft_K ♦♦ STAFF Jun 05 '14 at 03:28 PM

HI The Scanner Darkly -

I wanted to get some more information about the project you are trying to build. What version of the engine are you using, is this a compiled source version of the engine from Github or is this the Launcher version? Also the project itself, is it a code based project, blueprint based, or is it one of our sample levels?

Thank You

Eric Ketchum

avatar image The Scanner Darkly Jun 06 '14 at 10:48 AM

It's version 4.1 at the moment, it's the launcher version. It's a blueprint project, not a sample level. Building the lighting on my laptop, and a computer at college both failed, but after taking it home building it on my desktop worked with no problems. So now I'm not sure if it's the computers I used, however the laptop has had no trouble building until now.

avatar image bigzer Jun 08 '14 at 06:40 AM

Im having the same issue for the second time. Last time I managed to get rid of it by copy pasting the items from one level to an other. This time I'm doing the same but it doesn't fix my issue. I'm using 4.1.1 the log is

     MapCheck: New page: Map Check
     Cmd: MAP REBUILD ALLVISIBLE
     LogEditorServer: Rebuildmap Clear paths rebuilt
     LogInstancedFoliage: Map Rebuilt - Update all BSP painted foliage!
     LightingResults: New page: Lighting Build - Jun 8, 2014, 10:38:48 PM
     LogStaticLightingSystem:Warning: No importance volume found, so the scene bounding box was used.  You can optimize your scene's quality and lighting build times by adding importance volumes.
     LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED
     LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED
     LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED
     LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED
     LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED

avatar image bigzer Jun 08 '14 at 06:41 AM
     LogEditorBuildUtils: Build time 0:00:01
     LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer M_Metal_Brushed_Nickel, compiling.
     LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer Simple_CHrome, compiling.
     LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer Simple_Steel_1_Inst, compiling.
     LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer Simple_CHrome2, compiling.
     LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer Simple_Plastic_Dark, compiling.
     LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer Simple_Steel_1, compiling.
     LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer landeng2, compiling.
     LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer Simple_Plastic, compiling.
     LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer Simple_PVC_4, compiling.
     LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer Simple_PVC_1, compiling.
avatar image bigzer Jun 08 '14 at 08:37 AM

I managed to get out of trouble by; Copy the content of the level (without the light) create a new empty level, past the content and start to build. If swarm works, you now have 'unlocked' the bug and can go bake light back in the main level.

avatar image Lovecraft_K ♦♦ STAFF Jun 08 '14 at 06:35 PM

Hi The Scanner Darkly and bigzer -

Can you both provide us with your system specs and whether you are attempting to build lighting using more than 1 CPU or over a network?

Thank You

Eric Ketchum

avatar image bigzer Jun 09 '14 at 02:47 AM

Hello Eric, I have an i7 4cores 8processors 16Gb ram running Windows8.1 64 and don't use swarm over network and never tried it either. I was using UE 4.1.1 Epic build.

Bigzer

avatar image Lovecraft_K ♦♦ STAFF Jun 09 '14 at 08:26 PM

Hey -

We are still trying to track down this issue can you upload a copy of your DXDIAG?

Thank You

Eric Ketchum

avatar image The Scanner Darkly Jun 09 '14 at 08:39 PM

This is the dxdiag for the laptop I couldn't build with. It also has a 630m that the dxdiag doesn't show because of nvidia optimus. link text

dxdiag.txt (82.4 kB)
avatar image bigzer Jun 10 '14 at 05:52 AM

Hey Eric,

Here's the DXdiag for you; link text

Also this might be interesting to know; I've switched recently my GFX card a ATI HD6990 to a GTX780Ti and if my memory serves right, I experienced this issue already when I still had my 6990.

Also note that today I have the issue again on the same map arrrrr. I tried the trick I discribed above but it doesn't work this time.

We tried to bake on different computers and they all have the issue.

I managed to isolate the problem a bit further; I selected about 100 meshes from my level, copy past them in a totally empty level and now if I bake I have the problem.

dxdiag.txt (73.1 kB)
avatar image bigzer Jun 10 '14 at 06:26 AM

Eric,

So as I said I had about 100 meshes I pasted into a new level, tried to bake and still had the error, I then deleted a small object and tried to bake and it worked! After that I Loaded the main map, did not do anything and tried to bake; it worked.

So there's clearly something getting stuck for some reason and if you manage to run one successfully bake in another level you'll have it working.

I think the first time I had this issue I did not stream multiple levels together. I have the problem now with streamed levels. When I hide the eye of one level and bake, I have a successful bakes as long as I don't bake the level who contains the problematic meshe(s). In this case if I put the eye of the problematic level back on and try to bake it does NOT unlock the situation. Untill now the only way to unlock it is by copy pasting the meshes from the problematic level in a new level and delete some of them and try to bake to see if it bakes and if not try delete other meshes and bake again.

It seems that successfully baking the default unreal level without pasting your meshes is NOT unlocking the situation.

Note that I have found the issue on meshes but it might just be a coincidence, perhaps it could happen on any item type in the scene.

This is all very weird but I hope this information can help you pinpoint the problem.

Bigzer

avatar image Lovecraft_K ♦♦ STAFF Jun 17 '14 at 02:04 PM

Hey The Scanner Darkly -

We are still trying to track down the cause of this bug, and I was hoping that I could get some more information about the other computer that would not build your project. Can you let me know what the specs for the video card for the CPU at your college that would not build is? A DXDIAG would be awesome, but I understand if that's not an option.

Also have you upgraded to 4.2 and do you still experience this error on your laptop?

Thank You for your help-

Eric Ketchum

avatar image The Scanner Darkly Jun 18 '14 at 10:28 PM

I can't run dxdiag on the college computers, but I've just upgraded to 4.2 on my main desktop pc and the problem now persists on that too. Here's the dxdiag for that pc. link text

dxdiag.txt (69.3 kB)
avatar image Lovecraft_K ♦♦ STAFF Jun 19 '14 at 07:08 PM

Can you build lighting on any project, for instance a new project based on third person blueprint?

Eric Ketchum

avatar image The Scanner Darkly Jun 19 '14 at 07:27 PM

I can build basically any other level. I've tried copying the level barring all the lights and building, but that didn't work either.

avatar image Lovecraft_K ♦♦ STAFF Jun 19 '14 at 07:31 PM

Hey -

Are you doing any level streaming in the project that is causing you issues or are their any dynamic light setups that you have tied to blueprints or other event driven mechanics?

Eric Ketchum

avatar image The Scanner Darkly Jun 19 '14 at 07:43 PM

Yeah there's a stationary light that has its colour changed by blueprints. Removing it and the related blueprint hasn't fixed it.

avatar image VladV Jul 12 '14 at 03:37 PM

Hello,

Have you resolved the problem ? I have the same error....

avatar image Maceo_P_King Aug 26 '14 at 12:08 AM

following the post w/ the same error. Using build 4.2. I just added some static meshes into my scene... but i've been building things on this level for a while with absolutely no idea when things will get "too big." Noticing this issue today after adding a ton of static meshes to the level, many of which might be demanding on the light.

avatar image Maceo_P_King Aug 26 '14 at 12:34 AM

In case this helps, I did a few things to get rid of the problem. Pretty much just got rid of a bunch of static meshes that were causing my light build problem. Not sure how i'm going to move forward to get around this, but we'll see how it goes!

http://youtu.be/YYBhk_vqMPE

hope it helps! :)

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Hi The Scanner Darkly -

At this point since it is only this one map, the best way to proceed would be to remove all lights from the level, including any blueprint references, save the level as a test, then slowly add the lights in one at a time and build after each one until the error reoccurs.

Eric Ketchum

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answered Jun 20 '14 at 01:51 PM

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Lovecraft_K ♦♦ STAFF
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