Light wont build

Hi, my lighting wont build and my swarm is producing the following error log.

I cant find any real helpful information in the crash log file, so any help would be great.

Lightmass Win64 started on: INENI-01-PC. Command-line: 3C89EBC74A5FA5DF4351FEB45C3E062C -numthreads 4 -trisperleaf 4
Processing scene GUID: 3C89EBC74A5FA5DF4351FEB45C3E062C with 4 threads
Building static lighting...
Measured CPU frequency: 3.39 GHz
FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
Number of texture mappings: 93
Number of fluid mappings:   0
Number of landscape mappings:   0
Number of BSP mappings:     0
Number of static mesh instance mappings: 93
Reserving memory for 93 meshes, 746379 vertices, 769610 triangles
Scene surface area calculated at 146.567 million units (9.403% of the estimated 1558.736 million units)
Importance volume surface area calculated at 42.896 million units (13.848% of the estimated 309.776 million units)
Building kDOP took  0.68 seconds.
Static lighting kDOP: 502430 nodes, 251216 leaves, 1004864 triangles, 746379 vertices
Static lighting kDOP: 23.412% wasted space in leaves
kDopTree.Nodes        :    53.7Mb
kDopTree.SOATriangles :    69.0Mb
kDOPTriangles         :     0.0Mb
TrianglePayloads      :    23.5Mb
MeshInfos             :     0.0Mb
Vertices              :    11.4Mb
UVs                   :     5.7Mb
LightmapUVs           :     5.7Mb
Static lighting kDOP: 502430 nodes, 251216 leaves, 1004864 triangles, 746379 vertices, 168.9 Mb
Processing...
=== Critical error: ===

Couldn't start up the Auto Reporting process!
*** CRITICAL ERROR! Machine: INENI-01-PC
*** CRITICAL ERROR! Logfile: UnrealLight_INENI-01-PC_F004E17C4345EFA8E4F0268E5E9995B1.log
*** CRITICAL ERROR! Crash report:

Hello,

I have a few questions for you:

  • Are you experiencing this issue on all projects (including Templates or Demolets provided by Epic)?
  • Does this issue occur on all lighting quality settings (including Preview quality)?
  • Have you tried reinstalling Rocket?
  • Have you tried testing this on another computer?
  • What are your hardware system specs?

Thanks for the information

Hi Stephen,

We managed to fix this issue by replacing the materials in the scene - the material in question had its blend mode set to [INVALID] - I’m not 100% sure how it happened but we fixed it by swapping it out for another material.

Swarm logs were not providing any useful feedback - I’m not sure if this is something that could be made to be a bit more verbose in terms of error reporting.

Cheers,

That is interesting, but I am glad you figured it out. Let us know (in a separate UDN post) if you determine repro steps for how the blend mode became set to invalid.

Thanks