Build Error after successfully building the same project

Hi,
I have been working on the ArchViz project using datasmith plugin and the build was happening smooth. I kept on updating the projects by adding few elements and one point of time I got a build error. And after that I created any empty project and started all from the scratch. But I am getting the log as shown afetttr adding few elements and I am unalbe to proceed further. The steps I followed to overcome the issue was:

  • Increased r.Streaming.Poolsize from 1000 to 3000 in the defaultEngine.ini.
  • Cleaned cache from the machine and also deleted Saved and intermediate folders from the project.
  • Increased Lightmaps settings in Packed Light and Shadow map from 1024 to 2048
  • Also, Checked Force No precomputed lighting

Log file

I am hoping to get the solution or what exactly is the issue I am facing with the build so that I will be able to solve this.
Thank you!

Thanks for your reply,@phil_me_up! I really aprreciate it. I had successfully built the project with almost all the elements and now I am starting from the scratch with the same elements with only 20% of the previous project’s element and I am stuck in here. Why didn’t it show up initially while I was building and why now? I am kinda confused. Also, to answer the last part of your statement, I tried googling but I couldn’t get the exact solution. Your insights would be very helpful.

The log states:

FMemoryWriter does not support data larger than 2GB

Which I assume is the cause of the build error. This means that some asset in your game, possibly a BuildData asset, is larger than 2Gb which isn’t supported.

I don’t know why the changes you listed would have any impact on this unless it’s related to the streaming poolsize.

You might have some success with compressing your lightmaps or perhaps by splitting your level into multiple sublevels.

A quick google of the above error might help you locate a few more solutions.

It’s not necessarily about the amount of assets in a level but the individual costs of those assets (i.e. one mesh can be absolutely massive). I’ve never come across this problem before so this is blindly debugging, but I’d first look at the size of your level and BuildData assets in Windows explorer (right click->Properties then look at size).

Some people have reported supersampling might be a problem (I’m not sure why this would affect the cook but still worth exploring). Have you changed any screen percentages to be higher than 100 in a post process or something?

You might also want to check what is actually being cooked. If you have assets you know you’re not using then you can exlude them from the cook to see if that removes the error.

I believe it’s also possible to increase the memory available to cook by modifying BaseEngine.ini / DefaultEngine.ini . Your log says you have allocates 16Gb and there is 0mb free. It looks like your system has 64Gb of memory so you could increase it. Maybe setting MaxMemoryAllowance to 32 could would? (again, I have never done this so I can’t be sure it’ll help with the error)

Sorry, it’s not a lot of help but it’s one of those areas that’s a little tricky to give information on without seeing the full setup.

Thanks again! I would be looking at all the texture sizes and also into the MaxmemoryAllowance part and get back to the post.