Description

If you go into World settings, select Force No Precomputed Lighting, rebuild lighting to purge lightmaps, uncheck Force No Precomputed Lighting, save level, quit, reload project and try rebuilding lighting (using Build button), Editor crashes after lighting build is finished.

Working as expedcted n 4.21 CL# 4753647

Found in 4.22 CL# 4753647, 4.23 CL# 5223925

This is a regression.

Steps to Reproduce
  1. Open the Editor
  2. Go to world settings and enabled "Force no Precomputed Lighting" 
  3. Build lighting to purge the lightmaps
  4. Disable "Force no Precomputed Lighting"
  5. Save all and then restart the engine
  6. Try to build lighting again

Results:
Crash

Expected:
lighting to build and not crash

Callstack
Assertion failed: !bSetupResourceClusters [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\MapBuildData.cpp] [Line: 459]

UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:418]
UE4Editor_Engine!UMapBuildDataRegistry::AllocateMeshBuildData() [d:\build\++ue4\sync\engine\source\runtime\engine\private\mapbuilddata.cpp:459]
UE4Editor_Engine!FStaticMeshStaticLightingTextureMapping::Apply() [d:\build\++ue4\sync\engine\source\runtime\engine\private\staticmeshlight.cpp:237]
UE4Editor_UnrealEd!FLightmassProcessor::ProcessMapping() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:4241]
UE4Editor_UnrealEd!FLightmassProcessor::CompleteRun() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:3357]
UE4Editor_UnrealEd!FStaticLightingSystem::FinishLightmassProcess() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:2159]
UE4Editor_UnrealEd!FStaticLightingManager::ProcessLightingData() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:166]
UE4Editor_UnrealEd!FStaticLightingSystem::UpdateLightingBuild() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:2305]
UE4Editor_UnrealEd!FStaticLightingManager::UpdateBuildLighting() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:344]
UE4Editor_UnrealEd!UEditorEngine::UpdateBuildLighting() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:2441]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3954]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

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Fixed
ComponentUE - Rendering
Affects Versions4.224.23
Target Fix4.22
Fix Commit5247082
Main Commit5247142
Release Commit5247082
CreatedFeb 27, 2019
ResolvedFeb 28, 2019
UpdatedMar 23, 2019