Cannot build lighting for a (previously working) level
my team and I have recently transitioned our project from UE 4.11 to 4.14.
We're having a lot of troubles changing the lighting for one of our levels.
If we reuse the old lighting actors, no problem emerges. As soon as we introduce different lighting actors (even just a default light source), or change the parameters of the old working actors, a crash occurs. Actually Lightmass manages to build the lightmaps, but when it comes to import them, the loading bar always stucks at 14% and UE crashes.
I've also observed that:
After the new lighting build crashes, I can see these lines in the project log:
First off, differently from other versions of the engine, I cannot manage to find RenderingThread.cpp and D3D11Texture.cpp on my machine (isn't this fact alone suspicious?).
In any case the log mentions:
What does this exactly mean? Is there a lightmap considered too large to be imported? And how can I prevent this from happen? So far all the parameters I've touched have done nothing good.
Thank you for your time.
Finally I've found the issue.
Among 5000+ actors, there was a single damn mesh with an enormous value in its Z-coordinate. Like thousands of billions.
I don't actually know if it has been mistakenly left there by some level editor, or by some bugged automation (in the engine or plugins). Since the actor didn't have a mesh set, I'm more inclined to think it was a bug.
In any case, what I do know is that it's not the first time this kind of issue gives me really bad headaches. Some coordinate checks from the engine would surely be appreciated, to prevent such fatal malfunctionings.
I was getting a crash like this once upon a time. My issue was that one of my instanced foliage actors had too many instances. The lightmap area needed to hold all the lightmap information was bigger than my maximum lightmap resolution. The solution, then, is to either increase the maximum lightmap resolution or split up any actors with big lightmap usage into multiple smaller ones since the instances all need to be on the same lightmap.
answered Dec 19 '16 at 05:32 PM
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