FMemoryWriter does not support data larger than 2GB (Archive: none?)

Hello everyone.

I’ve been working on a large scale arch viz project for some time now, it includes 26 apartments and interior decoration for some of them. It has been deployed a couple of times before, but I’ve also been updating the project with new features, more apartments, better geometry overall and landscape and it will keep going for some months.

I’m facing this issue for the first time, I’ve checked some answers here reporting the same issue, and all of those issues reported "Archive: ", but in my situation, it shows “Archive: none”, so I don’t know which file is causing the issue.

Taking into account the other answers, I suspect it is the build data file for the persistent level (which is around 800MB), and the answers usually go for “use more sub levels and make them load at start”. I’ve been using sub levels since the beginning (buildings/furniture/VR objects/environment) but it might not be enough (no balanced size distribution?).

Just now I created another sub level to split the persistent map assets in two, and I’m baking in preview quality and let’s see if it helps.

Being an archviz project, I have high polycount, uncompressed lightmaps (~350 lightmaps) with several lightmaps being 1024 resolution.

Assuming it is going to work, if I go for production quality, could I encounter the same problem? (file size).

If not, I would be open to suggestions, let me know if I can provide more information.

Thanks in advance

  • John

Edit 1:

UE4Editor-Cmd:
[2017.06.02-10.11.39:708][
0]LogWindows:Error: begin: stack for
UAT UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:708][
0]LogWindows:Error: === Critical
error: === UATHelper: Packaging
(Windows (64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:709][
0]LogWindows:Error: UATHelper:
Packaging (Windows (64-bit)):
UE4Editor-Cmd:
[2017.06.02-10.11.39:709][
0]LogWindows:Error: Fatal error:
[File:D:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Core\Public\Serialization/MemoryWriter.h]
[Line: 42] UATHelper: Packaging
(Windows (64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:709][
0]LogWindows:Error: FMemoryWriter does
not support data larger than 2GB.
Archive name: None. UATHelper:
Packaging (Windows (64-bit)):
UE4Editor-Cmd:
[2017.06.02-10.11.39:709][
0]LogWindows:Error: UATHelper:
Packaging (Windows (64-bit)):
UE4Editor-Cmd:
[2017.06.02-10.11.39:709][
0]LogWindows:Error: UATHelper:
Packaging (Windows (64-bit)):
UE4Editor-Cmd:
[2017.06.02-10.11.39:710][
0]LogWindows:Error:
KERNELBASE.dll!0x000000000ECF3C58
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:710][
0]LogWindows:Error:
UE4Editor-Core.dll!0x00000000CE4664DE
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:710][
0]LogWindows:Error:
UE4Editor-Core.dll!0x00000000CE28CEDE
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:710][
0]LogWindows:Error:
UE4Editor-Core.dll!0x00000000CE212719
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:710][
0]LogWindows:Error:
UE4Editor-CoreUObject.dll!0x00000000E13D6D54
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:711][
0]LogWindows:Error:
UE4Editor-CoreUObject.dll!0x00000000E14420C7
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:711][
0]LogWindows:Error:
UE4Editor-CoreUObject.dll!0x00000000E152EB0B
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:711][
0]LogWindows:Error:
UE4Editor-UnrealEd.dll!0x00000000C96DF160
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:711][
0]LogWindows:Error:
UE4Editor-UnrealEd.dll!0x00000000C959FDEC
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:711][
0]LogWindows:Error:
UE4Editor-UnrealEd.dll!0x00000000C95AB5A9
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:712][
0]LogWindows:Error:
UE4Editor-UnrealEd.dll!0x00000000C947045D
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:712][
0]LogWindows:Error:
UE4Editor-UnrealEd.dll!0x00000000C9463BF2
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:712][
0]LogWindows:Error:
UE4Editor-Cmd.exe!0x000000004B04776F
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:712][
0]LogWindows:Error:
UE4Editor-Cmd.exe!0x000000004B03E96A
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:712][
0]LogWindows:Error:
UE4Editor-Cmd.exe!0x000000004B03EBBA
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:713][
0]LogWindows:Error:
UE4Editor-Cmd.exe!0x000000004B050A29
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:713][
0]LogWindows:Error:
UE4Editor-Cmd.exe!0x000000004B0516FE
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:713][
0]LogWindows:Error:
KERNEL32.DLL!0x000000000FCB8364
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:713][
0]LogWindows:Error:
ntdll.dll!0x0000000011BB70D1
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:713][
0]LogWindows:Error:
ntdll.dll!0x0000000011BB70D1
UATHelper: Packaging (Windows
(64-bit)): UE4Editor-Cmd:
[2017.06.02-10.11.39:713][
0]LogWindows:Error: UATHelper:
Packaging (Windows (64-bit)):
UE4Editor-Cmd:
[2017.06.02-10.11.39:714][
0]LogWindows:Error: end: stack for UAT
UATHelper: Packaging (Windows
(64-bit)): CommandUtils.Run: Run: Took
115.9464651s to run UE4Editor-Cmd.exe, ExitCode=3 UATHelper: Packaging
(Windows (64-bit)): Project.Cook: Cook
failed. Deleting cooked data.
UATHelper: Packaging (Windows
(64-bit)): Program.Main: ERROR:
AutomationTool terminated with
exception:
AutomationTool.AutomationException:
Cook failed. —>
AutomationTool.AutomationException:
BUILD FAILED: Failed while running
Cook for
D:\Projects\RESERVA_26\UE4_VR_Exe\VR_EXE_Phase_3\VR_EXE_Phase_3.uproject;
see log
C:\Users\owner\AppData\Roaming\Unreal
En
gine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.15\Cook-2017.06.02-11.11.44.txt
UATHelper: Packaging (Windows
(64-bit)): at
AutomationTool.CommandUtils.RunCommandlet(FileReference
ProjectName, String UE4Exe, String
Commandlet, String Parameters)
UATHelper: Packaging (Windows
(64-bit)): at
AutomationTool.CommandUtils.CookCommandlet(FileReference
ProjectName, String UE4Exe, String
Maps, String Dirs, String
InternationalizationPreset, String
CulturesToCook, String TargetPlatform,
String Parameters) UATHelper:
Packaging (Windows (64-bit)): at
Project.Cook(ProjectParams Params)
UATHelper: Packaging (Windows
(64-bit)): — End of inner
exception stack trace — UATHelper:
Packaging (Windows (64-bit)): at
Project.Cook(ProjectParams Params)
UATHelper: Packaging (Windows
(64-bit)): at
BuildCookRun.DoBuildCookRun(ProjectParams
Params) UATHelper: Packaging (Windows
(64-bit)): at
BuildCookRun.ExecuteBuild() UATHelper:
Packaging (Windows (64-bit)): at
AutomationTool.BuildCommand.Execute()
UATHelper: Packaging (Windows
(64-bit)): at
AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
UATHelper: Packaging (Windows
(64-bit)): at
AutomationTool.Automation.Process(String
Arguments) UATHelper: Packaging
(Windows (64-bit)): at
AutomationTool.Program.MainProc(Object
Param) UATHelper: Packaging (Windows
(64-bit)): at
AutomationTool.InternalUtils.RunSingleInstance(Func`2
Main, Object Param) UATHelper:
Packaging (Windows (64-bit)): at
AutomationTool.Program.Main()
UATHelper: Packaging (Windows
(64-bit)): Program.Main:
AutomationTool exiting with
ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows
(64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown
Cook Failure

After splitting some assets with a preview build, it’s still the same. 96 lightmaps, persistent level is 530MB, the second highest is 208MB.

Thanks usagui, that might be useful, but for archviz I don’t want to compress textures.

The solution was to distribute the build data across several sublevels, so I wouldn’t get huge files for the persistent level.

Wold settings —> check compress Lightmaps

201890-screenshot_44.png

I’m facing the exact same problem, but to me, it only sneaked in with 4.16. I could well cook maps with 4.15… after 4.16, cooking the same map causes the “FMemoryWriter does not support data larger than 2GB. Archive name: None.” - Not giving the name of the archive in questions drives me mad…

The workflow for ArchViz in UE is generally a pain in the ■■■. It starts getting better very, very slowly… but you keep encountering all these weird limitations and bugs when handling content heavy maps.

Problem is that I need some of the new 4.17 stuff for a project… Which is why I can’t stick to 4.15. Ah well… :confused:

I am using the lighting scenarios feature and it seems that I can not split the lighting data… any Ideas? So a similar problem…

Maybe I will have to avoid the lighting scenarios feature and build multiple copies of the persistent level?

Thanks, Ryan

even I am facing the same problem … I was giving lightmap resolutions around 2048 for few objects which are big in size and some I gave like 600, 800, 400 etc like that. I amd getting the same error message and packaging is stopped.
what is the solution???

Guyss…

I had same error. I searched and applied whatever I could find on internet. NO RESULT. Than (I don’t know why) I felt like maybe I shouldn’t use turkish characters in the assets or materials. I searched and changed all the turkish characters to english characters.

And YESSSSSS… It worked for me. It was giving error 1 minute after I start to compile. Now it’s been 20 minutes and still continues without error.

​​​​​​​Please try this and share your experience…

Hey guys! I just found a solution for this problem, you just have to lower the Maximum Texture resolution of whichever lightmaps are the largest. In world settings, expand all of your lightmaps. The largest ones seem to be at the top. Just set all of the Maximum resolutions to 1024.

Hey guys! I just found a solution for this problem, you just have to lower the Maximum Texture resolution of whichever lightmaps are the largest. In world settings, expand all of your lightmaps. The largest ones seem to be at the top. Just set all of the Maximum resolutions to 1024.

EDIT: I discovered another very useful trick: you can probably get away with only lowering all of the lightmaps that start with “LQ”. I tried this and it packages. The LQ ones are only for mobile, from what I read.