Swarm and light build is not working

Hello,

Since i started to get my project a little more complex than 10-20 SM with some materials i have a lot of head pain trying to simply build light.
We are working on a simple Arch Viz scene. No gaming involved. We just want to render using UE.

Currently I get swarm error: failed to kick off.

I tried everything on answer hub and the only method that worked with “swarm failed to kick off” is this one:
1.Delete big packs of actors from my current map and hit “build light” after each delete until it works. Usually it worked when it had only about 1-5 SM in the scene.
2.Wait the light to successfully build and close the map without saving.
3.Open the map with all the actors, hit build light and it is working.

Now i can’t do nothing. We had about 6 months of work invested in this map and we can’t get it out. This is very frustrating. UE4 is really unstable and is very hard to get some help on errors…

A few days ago i managed to get a light build on medium quality that took about 10 hours on a high end PC (and 130GB of RAM memory). After light build was a success and i managed to move around the map a little i got an error and the engine crashed. If i try to save right after the light build, I get the same error and no saving or recovering is possible.
I had this question on the answer-hub and nobody helped us…alt text

And this is my older qestion about the same problem:

Why do we have so much trouble such an important process ?!?! Please help us.

Thank you.

Engine 4.4
Swarm Log - after “swarm failed to kick off” :

6:31:10 PM: [Interface:TryOpenConnection] Local connection established
6:31:10 PM: [Job] Accepted Job 1902ADB7-4C70A130-A88797AE-3B026B11
6:32:59 PM: [Interface:OpenChannel] Error: System.IO.IOException: The process cannot access the file ‘E:\UNREAL ENGINE\UnrealEngine-4.4.0-release\Engine\Binaries\DotNET\SwarmCache\AgentStagingArea\A6630D7233BF47B3BBCF76BB4350A2B5.FDFDF0F54249B15E8B8AA199C37B6873.mtrlgz’ because it is being used by another process.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream…ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy)
at System.IO.FileStream…ctor(String path, FileMode mode, FileAccess access, FileShare share)
at NSwarm.FSwarmInterface.OpenChannel(String ChannelName, EChannelFlags ChannelFlags)
6:33:38 PM: [MaintainConnections] Detected dropped local connection, cleaning up (23039050)
6:33:38 PM: [CloseConnection] Closing connection 23039050 using handle 23039050
6:33:38 PM: [CloseConnection] Connection confirmed for disconnection 23039050
6:33:38 PM: [CloseConnection] Closing orphaned Job (1902ADB7-4C70A130-A88797AE-3B026B11)
6:33:39 PM: [CloseConnection] Connection disconnected 23039050
6:33:39 PM: [GetMessage] Safely returning to 23039050 with no message
6:33:40 PM: [MaintainConnections] Local connection has closed (23039050)
6:33:40 PM: [MaintainConnections] Removed connection 23039050
6:33:40 PM: [MaintainConnections] All connections have closed

Hi Vlad, sorry for all the problems.

Looking at that error output “The process cannot access the file ‘…’ because it is being used by another process”, that kind of thing happens if your anti-virus program is interfering with the files Swarm is trying to use, or there’s already another unresponsive SwarmAgent running in the background. You can make sure there’s only one SwarmAgent running in task manager.

A few days ago i managed to get a light build on medium quality that took about 10 hours on a high end PC (and 130GB of RAM memory)

Lightmass uses memory based on what it needs to get the job done. If it ends up using more than your PC’s memory, the build will be extremely slow and might crash. You control how much memory it uses with instanced triangle count and lightmap resolution. 130Gb is a crazy huge number, our largest maps take up about 24Gb.