Crashes on saving copy of map after light build, but not while saving over current map. What's causing this?

I’m currently working on something that requires quite a large level, a lot of stuff in one map. Before 4.15, this wasn’t an issue. Maps could get up to 1.8GB, maybe 2GB with no problem. Then I built lighting (medium quality test) for the latest iteration of our main level, which has a good bit more in it. When I “saved all” after the build, it worked fine, all changes and build data was saved for the current level. When I tried to save another copy of the map, however, it crashed. I tried several times and it kept crashing. I noticed maps are now split into two files, one with what I’m guessing is basic data, one with all the built stuff. The latter file was over 3GB. Looking around, one possibility seemed to be that the size was too big, the lighting data too much. I then went through and reduced lightmap resolutions throughout, bringing the size down to 2.5GB. Again it saved just fine with “save all” on the current map, but trying to save a copy crashed the editor, several times. After another lightmap reduction and build, the file was 2GB. Saved fine within that map, but trying to save a copy again crashed the editor every time. I’m at a loss as to what could be causing this. I don’t know how helpful it’ll be, but below I will attach the log summary for those who wish to take a look, and here are the full log files: UE4CC-Windows-F8AB251146F4104DA0AA94AA7D054530_0000

> Assertion failed: (Index >= 0) &
> (Index < ArrayNum)
> [File:d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\Containers/Array.h]
> [Line: 633]  Array index out of
> bounds: 2147473495 from an array of
> size -2147450474
> 
> 
> UE4Editor_Core!FDebug::AssertFailed()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
> UE4Editor_CoreUObject!FDuplicateDataWriter::Serialize()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\public\serialization\duplicateddatawriter.h:54]
> UE4Editor_Core!FArchive::SerializeCompressed()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\serialization\archive.cpp:758]
> UE4Editor_CoreUObject!FUntypedBulkData::SerializeBulkData()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\serialization\bulkdata.cpp:1205]
> UE4Editor_CoreUObject!FUntypedBulkData::Serialize()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\serialization\bulkdata.cpp:1003]
> UE4Editor_Engine!UTexture2D::Serialize()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\texture2d.cpp:201]
> UE4Editor_Engine!ULightMapTexture2D::Serialize()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\lightmap.cpp:121]
> UE4Editor_CoreUObject!StaticDuplicateObjectEx() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2090]
> UE4Editor_CoreUObject!StaticDuplicateObject()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1996]
> UE4Editor_Engine!UWorld::PostDuplicate()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\world.cpp:619]
> UE4Editor_CoreUObject!StaticDuplicateObjectEx() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2139]
> UE4Editor_CoreUObject!StaticDuplicateObject()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1996]
> UE4Editor_UnrealEd!ObjectTools::DuplicateSingleObject()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\objecttools.cpp:500]
> UE4Editor_UnrealEd!SaveWorld()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:536]
> UE4Editor_UnrealEd!FEditorFileUtils::SaveMap()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2311]
> UE4Editor_UnrealEd!SaveAsImplementation()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:912]
> UE4Editor_UnrealEd!FEditorFileUtils::SaveLevelAs()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:1041]
> UE4Editor_LevelEditor!FLevelEditorActionCallbacks::SaveAs()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\leveleditor\private\leveleditoractions.cpp:390]
> UE4Editor_LevelEditor!TBaseStaticDelegateInstance __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1027]
> UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:97]
> UE4Editor_Slate!SMenuEntryBlock::OnClicked()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:1041]
> UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:1001]
> UE4Editor_Slate!TMemberFunctionCaller (__cdecl SMenuEntryBlock::*)(void)
> __ptr64>::operator()<>() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:165]
> UE4Editor_Slate!TTupleImpl int>
> >::ApplyAfter (__cdecl SMenuEntryBlock::*)(void)
> __ptr64> >() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:134]
> UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply
> __cdecl(void)>::Execute() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
> UE4Editor_Slate!TBaseDelegate::Execute()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:537]
> UE4Editor_Slate!SButton::OnMouseButtonUp()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:278]
> UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:399]
> UE4Editor_Slate!::operator()()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5075]
> UE4Editor_Slate!FEventRouter::Route
> >() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:238]
> UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5064]
> UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5531]
> UE4Editor_Slate!FSlateApplication::OnMouseUp()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5508]
> UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1698]
> UE4Editor_Core!FWindowsApplication::DeferMessage()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2120]
> UE4Editor_Core!FWindowsApplication::ProcessMessage()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:867]
> UE4Editor_Core!FWindowsApplication::AppWndProc()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:714]
> user32 user32
> UE4Editor_Core!FWindowsPlatformMisc::PumpMessages()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:980]
> UE4Editor!FEngineLoop::Tick()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2977]
> UE4Editor!GuardedMain()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
> UE4Editor!GuardedMainWrapper()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
> UE4Editor!WinMain()
> [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
> UE4Editor!__scrt_common_main_seh()
> [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
> kernel32 ntdll

Hi titanickyle,

This a project that you have upgraded from UE4.14 to UE4.15? I ask because in your log, right at the beginning of the Lighting Build are 3 warnings:

LightingResults: New page: Lighting Build
[2017.02.24-12.09.58:594][  0]LogBlueprint:Warning: [Compiler BP_Commentary_Box_MOV] Warning  Set Text (String)  is deprecated; Use the SetText function taking an FText instead.
[2017.02.24-12.09.58:600][  0]LogBlueprint:Warning: [Compiler BP_Commentary_Box_MOV] Warning  Set Text (String)  is deprecated; Use the SetText function taking an FText instead.
[2017.02.24-12.09.58:601][  0]LogBlueprint:Warning: [Compiler BP_Commentary_Box_MOV] Warning Function ' Set Active ' is unsafe to call in a construction script.

This is followed by a large number of warnings and errors, any one of which could be causing the crash. Here are some examples:

Warning Blueprint MyHUD has been migrated and requires re-saving to avoid import errors

:Warning: Node '/Game/Blueprints/MyHUD.MyHUD:EventGraph.K2Node_CallFunction_12988' missing NodeGuid because of upgrade from old package version, this can cause deterministic cooking issues please resave package.

Warning: Initialising Body : Scale3D is (nearly) zero: Component: BP_Commentary_Box_MOV15_18723.Background S_TextBox_Border_Background

Error: Error /Game/Test_Meshes/Edeck/Edeck1_Mesh49 : Failed import for Material /Game/Test_Meshes/Reception_Test_1/gsctile_PRIMARY.gsctile_PRIMARY [redirection] in /Game/Test_Meshes/Edeck/Edeck1_Mesh49
[2017.02.24-12.10.41:552][  0]LoadErrors:Error: Error /Game/Test_Meshes/GSCF/pasted__pasted__pasted__scotroaddetails1 : Failed import for Texture2D /Game/Test_Meshes/GSCF/scotroaddetails1_diff.scotroaddetails1_diff

LogTextFormatter:Warning: Failed to parse argument "DropPath" as a number (using "0" as a fallback). Please check your format string for errors: "Move into "{DropPath}""

If you do not need to upgrade to UE4.15 it is not recommended especially when you are so far along in the original. If you must upgrade you will need to address the issues, not all of which, I have listed above. If you only need one particular fix/upgrade for your current project, I suggest downloading the GitHub version of UE4.14 then entering a pull request for where the specific change was made.

.