[UT] Moving light object crashing renderer

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geogob

Koohii o nomimasu ka?
I've been trying something new with the old UT. well I don't know how new it is, but it's new to me anyway.

I have a light object moving around a level (it's being moved around to follow another actor). The light effect used is LE_NonIncidence.

Now what happens is that on many levels, it crashes the render. Sometimes as soon as the light is spawned, other when it goes to a certain area.

In game what happens is that first the screen becomes black, although the HUD is still visible. AI still works as bots keep on playing. So the game is not frozen. After a long wait (minutes long - and a few Gb of RAM used), you finally get a GPF.

Anyone ever encountered that? I saw similar error with mapping issues, which were solved by recompiling the level. I, obviously, can't do that.

I was considering using ambiant light for an projectile actor instead of using a light. But I'm not sure how this would be very differently.

Here are highlights from the log:

Code:
<<< light spawned >>>

Critical: URender::ClipBspSurf
Critical: URender::OccludeBsp
Critical: URender::OccludeFrame
Log: URender::DrawWorld anomaly
Critical: Error reentered: Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk.
Critical: FMallocWindows::Malloc
Critical: FMemStack::AllocateNewChunk
Critical: URender::OccludeBsp
Critical: URender::OccludeFrame
Log: URender::DrawWorld anomaly
Critical: URender::OccludeBsp
Critical: URender::OccludeFrame
Log: URender::DrawWorld anomaly

<<< last 3 lines repeated about 6000 times >>>

Critical: Error reentered: Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk.
Critical: FMallocWindows::Malloc
Critical: FMemStack::AllocateNewChunk
Critical: URender::OccludeBsp
Critical: URender::OccludeFrame
Log: URender::DrawWorld anomaly
Critical: URender::OccludeBsp
Critical: URender::OccludeFrame
Log: URender::DrawWorld anomaly

<<< last 3 lines repeated another 12 times >>>

Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Exit: Double fault in object ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: Double fault in object ShutdownAfterError
Exit: Double fault in object ShutdownAfterError

<<< last line repeated another 190 times >>>

Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 03/09/06 23:16:55


Interesting (and very long log). Thank you for your suggestions.

EDIT: oh yeah. Just though of a relatively important detail... Chris Dohnal's OpenGL
 
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