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Lightmass errors and very slow editor

Dear Community,

I have been stuck with this problem for a while now. The problem I'm having is that suddenly after no particular large changes, my editor suddenly started to load my main level very slowly, it takes about two hours to load in. I found out that it might have something to do with the lightmass calculation, because when I build I seem to get this error from my Swarmagent.

 10:43:30 AM: Starting up SwarmAgent ...
 10:43:30 AM:  ... registering SwarmAgent with remoting service
 10:43:30 AM:  ... registering SwarmAgent network channels
 10:43:30 AM:  ... initializing SwarmAgent
 10:43:30 AM:  ......... certificate check has failed
 10:43:30 AM:  ...... initializing cache
 10:43:30 AM:  ......... using cache folder 'C:/Users/natha/AppData/Local/UnrealEngine/4.21/Saved/Swarm\SwarmCache'
 10:43:30 AM:  ......... recreating SwarmAgent cache staging area
 10:43:30 AM:  ...... initializing connection to SwarmCoordinator
 10:43:30 AM:  ......... using SwarmCoordinator on RENDER-01
 10:43:32 AM:  ......... SwarmCoordinator failed to be initialized
 10:43:32 AM:  ...... initializing local performance monitoring subsystem
 10:43:35 AM:  ... initialization successful, SwarmAgent now running
 10:43:35 AM: [Interface:TryOpenConnection] Local connection established
 10:43:42 AM: [Job] Accepted Job E05FBF5F-4D03037D-0E9414BA-AE8B4ACE
 10:49:57 AM: [Job] Launched Job UnrealLightmass_2019-02-15_15-09-02_1312656-64bit.exe
 10:49:57 AM: [Job]     PID is 6488
 10:49:57 AM: [Job]     GUID is "E05FBF5F-4D03037D-0E9414BA-AE8B4ACE"
 10:49:58 AM: LogLightmass: Display: Lightmass Win64 started on: DESKTOP-3H1MD72. Command-line: E05FBF5F4D03037D0E9414BAAE8B4ACE
 10:49:58 AM: Failed to determine engine directory: Defaulting to ../../../Engine/
 10:49:58 AM: Failed to load 'aqProf.dll' (GetLastError=126)
 10:49:58 AM: File 'aqProf.dll' does not exist
 10:49:58 AM: Failed to load 'VtuneApi.dll' (GetLastError=126)
 10:49:58 AM: File 'VtuneApi.dll' does not exist
 10:49:58 AM: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
 10:49:58 AM: File 'VtuneApi32e.dll' does not exist
 10:49:58 AM: Lightmass Win64 started on: DESKTOP-3H1MD72. Command-line: E05FBF5F4D03037D0E9414BAAE8B4ACE
 10:49:58 AM: LogLightmass: Display: Processing scene GUID: E05FBF5F4D03037D0E9414BAAE8B4ACE with 6 threads
 10:49:58 AM: Processing scene GUID: E05FBF5F4D03037D0E9414BAAE8B4ACE with 6 threads
 10:49:58 AM: Building static lighting...
 10:49:58 AM: [OpenConnection] Registering TCP channel ...
 10:49:58 AM: [OpenConnection] Connecting to agent ...
 10:49:58 AM: [TryOpenConnection] Testing the Agent
 10:49:58 AM: [TryOpenConnection] Opening Connection to Agent
 10:49:58 AM: [TryOpenConnection] Local Process ID is 6488
 10:49:58 AM: [Job] Found a parent connection for PID 6488
 10:49:58 AM: [Job]     4BEC692D -> 5BC80FC2
 10:49:58 AM: [Interface:TryOpenConnection] Local connection established
 10:50:32 AM: Measured CPU frequency: 3.39 GHz
 10:50:32 AM: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
 10:50:32 AM: Number of texture mappings: 110228
 10:50:32 AM: Number of fluid mappings:   0
 10:50:32 AM: Number of landscape mappings:   1730
 10:50:32 AM: Number of BSP mappings:     0
 10:50:32 AM: Number of static mesh instance mappings: 110228
 10:56:33 AM: Scene surface area calculated at 47740904.000 million units (27.454% of the estimated 173892704.000 million units)
 10:56:33 AM: Importance volume surface area calculated at 459490.281 million units (229.237% of the estimated 200443.766 million units)
 10:56:33 AM: Clamped the number of indirect photon paths to 20000.
 10:56:33 AM: Clamped the number of indirect photons to emit to 40.000 million, from 275.694 million requested.
 10:56:33 AM: Windows GetLastError: The operation completed successfully. (0)
 10:56:33 AM: Exception handled in main, crash report generated, re-throwing exception
 10:56:33 AM: Exception handled in main, calling appHandleCriticalError
 10:56:33 AM: LogLightmass: Error: === Critical error: === 
 10:56:33 AM: 
 10:56:33 AM: Assertion failed: rtcDeviceGetError(EmbreeDevice) == RTC_NO_ERROR [File:D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealLightmass\Private\Lighting\Embree.cpp] [Line: 581] 
 10:56:33 AM: 
 10:56:33 AM: 
 10:56:33 AM: 
 10:56:33 AM: 
 10:56:33 AM: 
 10:56:33 AM: 0x00007ffab87ca388 KERNELBASE.dll!UnknownFunction []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ffa2231ceaa UnrealLightmass-Core.dll!UnknownFunction []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ffa221829b7 UnrealLightmass-Core.dll!UnknownFunction []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ffa220c62b9 UnrealLightmass-Core.dll!UnknownFunction []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ff691dde4a5 UnrealLightmass.exe!Lightmass::FEmbreeAggregateMesh::PrepareForRaytracing() []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ff691e08836 UnrealLightmass.exe!Lightmass::FStaticLightingSystem::FStaticLightingSystem() []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ff691daf44c UnrealLightmass.exe!Lightmass::BuildStaticLighting() []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ff691dda5dc UnrealLightmass.exe!Lightmass::LightmassMain() []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ff691dfd83a UnrealLightmass.exe!main() []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ff691e80fcc UnrealLightmass.exe!__scrt_common_main_seh() []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ffab9e23dc4 KERNEL32.DLL!UnknownFunction []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ffabc233691 ntdll.dll!UnknownFunction []
 10:56:33 AM: 
 10:56:33 AM: 
 10:56:33 AM: === Critical error: === 
 10:56:33 AM: 
 10:56:33 AM: Assertion failed: rtcDeviceGetError(EmbreeDevice) == RTC_NO_ERROR [File:D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealLightmass\Private\Lighting\Embree.cpp] [Line: 581] 
 10:56:33 AM: 
 10:56:33 AM: 
 10:56:33 AM: 
 10:56:33 AM: 
 10:56:33 AM: 
 10:56:33 AM: 0x00007ffab87ca388 KERNELBASE.dll!UnknownFunction []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ffa2231ceaa UnrealLightmass-Core.dll!UnknownFunction []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ffa221829b7 UnrealLightmass-Core.dll!UnknownFunction []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ffa220c62b9 UnrealLightmass-Core.dll!UnknownFunction []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ff691dde4a5 UnrealLightmass.exe!Lightmass::FEmbreeAggregateMesh::PrepareForRaytracing() []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ff691e08836 UnrealLightmass.exe!Lightmass::FStaticLightingSystem::FStaticLightingSystem() []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ff691daf44c UnrealLightmass.exe!Lightmass::BuildStaticLighting() []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ff691dda5dc UnrealLightmass.exe!Lightmass::LightmassMain() []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ff691dfd83a UnrealLightmass.exe!main() []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ff691e80fcc UnrealLightmass.exe!__scrt_common_main_seh() []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ffab9e23dc4 KERNEL32.DLL!UnknownFunction []
 10:56:33 AM: 
 10:56:33 AM: 0x00007ffabc233691 ntdll.dll!UnknownFunction []
 10:56:33 AM: 
 10:56:33 AM: 
 10:56:33 AM: LogWindows: Warning: CreateProc failed: The system cannot find the file specified. (0x00000002)
 10:56:33 AM: CreateProc failed: The system cannot find the file specified. (0x00000002)
 10:56:33 AM: LogWindows: Warning: URL: ../DotNET/AutoReporter.exe 6488 "UE4AutoReportDump.txt" "UnrealLight_DESKTOP-3H1MD72_3F8E5B6148E807DECAA09DAECA5DDCDB.log" "UE4AutoReportIniDump.txt" "" -unattended
 10:56:33 AM: URL: ../DotNET/AutoReporter.exe 6488 "UE4AutoReportDump.txt" "UnrealLight_DESKTOP-3H1MD72_3F8E5B6148E807DECAA09DAECA5DDCDB.log" "UE4AutoReportIniDump.txt" "" -unattended
 10:56:33 AM: LogLightmass: Error: Couldn't start up the Auto Reporting process!
 10:56:33 AM: Couldn't start up the Auto Reporting process!
 10:56:33 AM: *** CRITICAL ERROR! Machine: DESKTOP-3H1MD72
 10:56:33 AM: *** CRITICAL ERROR! Logfile: UnrealLight_DESKTOP-3H1MD72_3F8E5B6148E807DECAA09DAECA5DDCDB.log
 10:56:33 AM: *** CRITICAL ERROR! Crash report: 
 10:56:33 AM: [CloseConnection] Closing connection 5BC80FC2 using handle 5BC80FC2
 10:56:33 AM: [CloseConnection] Connection confirmed for disconnection 5BC80FC2
 10:56:33 AM: [CloseConnection] Connection disconnected 5BC80FC2
 10:56:33 AM: [GetMessage] Safely returning to 5BC80FC2 with no message
 10:56:34 AM: [MaintainConnections] Local connection has closed (5BC80FC2)
 10:56:34 AM: [MaintainConnections] Removed connection 5BC80FC2
 10:56:39 AM: [Job] Job has failed! Job executable didn't exit cleanly. Exit code: 1
 10:56:39 AM: [CloseConnection] Closing connection 4BEC692D using handle 4BEC692D
 10:56:39 AM: [CloseConnection] Connection confirmed for disconnection 4BEC692D
 10:56:39 AM: [CloseConnection] Closing orphaned Job (E05FBF5F-4D03037D-0E9414BA-AE8B4ACE)
 10:56:39 AM: [MaintainConnections] Connection 4BEC692D is DISCONNECTING
 10:56:40 AM: [MaintainConnections] Connection 4BEC692D is DISCONNECTING
 10:56:40 AM: [MaintainConnections] Connection 4BEC692D is DISCONNECTING
 10:56:41 AM: [MaintainConnections] Connection 4BEC692D is DISCONNECTING
 10:56:41 AM: [MaintainConnections] Connection 4BEC692D is DISCONNECTING
 10:56:42 AM: [MaintainConnections] Connection 4BEC692D is DISCONNECTING
 10:56:42 AM: [MaintainConnections] Connection 4BEC692D is DISCONNECTING
 10:56:43 AM: [MaintainConnections] Connection 4BEC692D is DISCONNECTING
 10:56:43 AM: [MaintainConnections] Connection 4BEC692D is DISCONNECTING
 10:56:44 AM: [CloseConnection] Connection disconnected 4BEC692D
 10:56:44 AM: [GetMessage] Safely returning to 4BEC692D with no message
 10:56:44 AM: [MaintainConnections] Local connection has closed (4BEC692D)
 10:56:44 AM: [MaintainConnections] Removed connection 4BEC692D
 10:56:44 AM: [MaintainConnections] All connections have closed

The game still runs, the editor does too, but everything is just incredibly slow, it is really hindering my work. I am close to release of my first game, and I really want to start beta testing, but I can't work like this.

I am working with a decent amount of translucent water, and I have quite some tree instances in my level, however that was has never been a problem before and it never affected the speed at which I could edit my scene. I have several rivers that are made with the Ultimate Rivertool from VAE, and the editor started to act as slow as it's doing when I was tinkering with the UV flow wrapping. I am currently using a directional light as my lighting, and I have a fair amount of instances of the wet_rocks_BP in that pack in the scene. Also I have had these assets in the scene for a long time a have never had any problems with them before. I am just stating this to inform you about things I think might be affecting this problem.

I hope anyone knows what this problem might be. I have already looked at different posts on the forum about the Lightmass crashes, but everything I have looked at and tried didn't work. I am asking here because I have run out of options really. Can anyone help?

Kind regards,

Thaniels

Product Version: UE 4.21
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asked Feb 19 '19 at 01:47 PM in Using UE4

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thaniels
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avatar image thaniels Feb 19 '19 at 12:32 PM

As an added note,

The unreal application in constantly not responding in the task manager and when I try to execute any action it takes ages for the editor to respond.

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