[BUG] Building lighting always stuck at 0%

TL/DR: Build lighting never gets past 0% on any map (even with nothing in the map), even with firewalls disabled. UE 4.15, Mac OSX.

I’ve tried building lighting for a number of different projects from complex samples, to the very basic ‘new project’ content packs (various ones: blank, flying, vehicle, rolling). In all cases, Building Lighting gets stuck at 0%, even letting my computer run for over an hour. Even a map with exactly 0 entities at all in it gets stuck at 0%.

Thing I have already tried and did nothing: Disable firewalls; add UE4Editor + UnrealLightmass to the allowed apps in the firewall. I’ve seen other threads about this, but I’m suspicious since normally my firewall prompts me for permissions on a new app, and UnrealLightmass has not caused a popup.

There are no suspect messages in the Output Log or the Message Log, all I see in the Output Log is the following before it gets stuck at 0%:

MapCheck: New page: Map Check
LightingResults: New page: Lighting Build - Mar 29, 2017, 3:31:43 PM
LogStaticLightingSystem:Warning: No importance volume found, so the scene bounding box was used.  You can optimize your scene's quality and lighting build times by adding importance volumes.
LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED
LogEditorBuildUtils: Build time 0:00

A process called UnrealLightmass does seem to be running, but it is using < 1% CPU, and tailing its purported log file doesn’t seem to indicate it is doing anything.

System Info (from the UnrealLightmass log file):

Build: ++UE4+Release-4.15-CL-3348071
macOS 10.11.6 (15G1217)
Model: MacBookPro11,5
CPU: Intel(R) Core(TM) i7-4870HQ CPU @ 2.50GHz
CPU Page size=4096, Cores=4, HT=8

Full UnrealLightmass log file (with redactions):

??Not using cached read wrapper
RandInit(-1518541978) SRandInit(-1518541940).
Started task graph with 4 named threads and 7 total threads with 1 sets of task threads.
Build: ++UE4+Release-4.15-CL-3348071
Engine Version: 4.15.1-3348071+++UE4+Release-4.15
Compatible Engine Version: 4.15.0-3299760+++UE4+Release-4.15
Net CL: 3299760
Number of dev versions registered: 14
  Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 8
  Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
  Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2
  Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 14
  Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 22
  Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
  Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
  Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
  Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
  Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
  Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 12
  Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 3
  Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
  Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
Compiled (64-bit): Mar 15 2017 17:04:38
Compiled with Clang: 8.0.0 (clang-800.0.38)
Build Configuration: Development
Branch Name: ++UE4+Release-4.15
Command line: 73F08C64624EE62D890C00B5DCC9C07E -installed -Messaging
Base directory: /Users/REDACTED/unreal/UE_4.15/Engine/Binaries/Mac/
Installed Engine Build: 1
Presizing for max 100000 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
Object subsystem initialized
macOS 10.11.6 (15G1217)
Model: MacBookPro11,5
CPU: Intel(R) Core(TM) i7-4870HQ CPU @ 2.50GHz
CPU Page size=4096, Cores=4, HT=8
Computer: REDACTED
User: REDACTED
High frequency timer resolution =1000.000000 MHz
Power Source: Battery Power    
Memory total: Physical=16.0GB (16GB approx) Pagefile=3.0GB Virtual=19.0GB
105 objects as part of root set at end of initial load.

I have exactly the same problem, tried everything, nothing works. It only happens on a map from something I purchased from the marketplace (saigon office environment) with the latest version 4.15. I have 16GB RAM, 980ti, i7 6700k, tried increasing the virtual memory, tried turning off the firewall, literally every suggestion I have read online does not fix the problem. I’ve even tried moving the map into other projects through migration or manual move, still nothing. Swarm agent seems to freeze after a while, task manager says lightmass has been running for 20 mins now using around 5GB of Ram and it’s still stuck at 0%. Other maps build fine and the creator says he is not having a problem building his end. It was even crashing the computer sometimes. Log data is as follows and screenshot below:

18:14:06: Starting up SwarmAgent ...
18:14:06:  ... registering SwarmAgent with remoting service
18:14:06:  ... registering SwarmAgent network channels
18:14:06:  ... initializing SwarmAgent
18:14:06:  ......... certificate check has failed
18:14:06:  ...... initializing cache
18:14:06:  ......... using cache folder 'C:/Users/Rich/AppData/Local/UnrealEngine/4.15/Saved/Swarm\SwarmCache'
18:14:06:  ......... recreating SwarmAgent cache staging area
18:14:06:  ...... initializing connection to SwarmCoordinator
18:14:06:  ......... using SwarmCoordinator on RENDER-01
18:14:08:  ......... SwarmCoordinator failed to be initialized
18:14:08:  ...... initializing local performance monitoring subsystem
18:14:09:  ... initialization successful, SwarmAgent now running
18:14:09: [Interface:TryOpenConnection] Local connection established
18:14:09: [Job] Accepted Job B9E17922-4B5093DC-C8B596A6-1E15587A
18:14:09: [Job] Launched Job UnrealLightmass_2017-03-30_14-04-14_1063360-64bit.exe
18:14:09: [Job]     PID is 12720
18:14:09: [Job]     GUID is "B9E17922-4B5093DC-C8B596A6-1E15587A"
18:14:09: LogLightmass:Display: Lightmass Win64 started on: DESKTOP-AGPTB0R. Command-line: B9E179224B5093DCC8B596A61E15587A
18:14:09: Failed to determine engine directory: Defaulting to ../../../Engine/
18:14:09: Lightmass Win64 started on: DESKTOP-AGPTB0R. Command-line: B9E179224B5093DCC8B596A61E15587A
18:14:09: LogLightmass:Display: Processing scene GUID: B9E179224B5093DCC8B596A61E15587A with 6 threads
18:14:09: Processing scene GUID: B9E179224B5093DCC8B596A61E15587A with 6 threads
18:14:09: Building static lighting...
18:14:09: [OpenConnection] Registering TCP channel ...
18:14:09: [OpenConnection] Connecting to agent ...
18:14:09: [TryOpenConnection] Testing the Agent
18:14:09: [TryOpenConnection] Opening Connection to Agent
18:14:09: [TryOpenConnection] Local Process ID is 12720
18:14:09: [Job] Found a parent connection for PID 12720
18:14:09: [Job]     1F5D4973 -> 00AC9A8D
18:14:09: [Interface:TryOpenConnection] Local connection established
18:14:10: Measured CPU frequency: 4.01 GHz
18:14:10: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
18:14:10: Number of texture mappings: 407
18:14:10: Number of fluid mappings:   0
18:14:10: Number of landscape mappings:   0
18:14:10: Number of BSP mappings:     79
18:14:10: Number of static mesh instance mappings: 407
18:14:10: Scene surface area calculated at 20.494 million units (99.114% of the estimated 20.677 million units)
18:14:10: Importance volume surface area calculated at 18.992 million units (114.993% of the estimated 16.516 million units)
18:14:10: 
18:14:10: 
18:14:10: Collision Mesh Overview:
18:14:10: Num Triangles         : 106513
18:14:10: MeshInfos             :     0.0Mb
18:14:10: UVs                   :     1.1Mb
18:14:10: LightmapUVs           :     1.1Mb
18:14:10: Embree Used Memory    :     7.8Mb
18:14:10: 
18:14:10: 
18:14:10: Processing...
18:14:10: EmitDirectPhotons complete, 0.053 million photons emitted in 0.1 seconds
18:14:10: EmitIndirectPhotons complete, 0.091 million photons emitted in 0.1 seconds
18:14:10: Marking Irradiance Photons complete, 0.003 million photons marked in 0.1 seconds
18:16:41: Caching Irradiance Photons complete, 2.425 million cache samples in 150.4 seconds
18:16:41: Calculate Irradiance Photons complete, 0.002 million irradiance calculations in 0.1 se

@rizzlewizzle, i suggest you file a separate bug. i’m not able to build any maps, even empty ones. probably different types of issues.

Why did you post this as an answer if you are just adding to the question. Please reframe from doing that to avoid confusing any users trying to find the solution.

I was a little confused on how to use this to be honest. I didn’t see differences between comment / answer and originally thought the answer section was just a comment

you solve this bug?how to do?

Also having this issue as OP describes it: can’t build any lighting; firewall is disabled. :frowning:

Here’s my Output Log when building lighting is stuck at 0%:

MapCheck: New page: Map Check
LightingResults: New page: Lighting Build - Jul 11, 2017, 12:22:43 AM
LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED
LogEditorBuildUtils: Build time 0:00
LogMetal:Display: Loaded a non-offline compiled shader (will be slower to load)
LogMetal:Display: Loaded a non-offline compiled shader (will be slower to load)
LogMetal:Display: Loaded a non-offline compiled shader (will be slower to load)
LogMetal:Display: Loaded a non-offline compiled shader (will be slower to load)
LogMetal:Display: Loaded a non-offline compiled shader (will be slower to load)
LogMetal:Display: Loaded a non-offline compiled shader (will be slower to load)
LogMetal:Display: Loaded a non-offline compiled shader (will be slower to load)
LogMetal:Display: Loaded a non-offline compiled shader (will be slower to load)
LogMetal:Display: Loaded a non-offline compiled shader (will be slower to load)

Hopefully get some info on this soon :slight_smile:

Hi, same problem here. Did you solve the issue? im also using the kite demo assets. Im totally stuck on my project because there is no way to build the lightning. Im on windows. Of course i could assume that my scene has a lot of geometry, there are grass leaves evrywhere, trees and so on. But honestly the scene is not big, and i dont think i need a last gen computer to be able to build the light. It will be ridiculous. My computer is old, i5 3570 gtx650 2gb boost, 16gb ram, but i think its enough to be able to do this. Did something similar in unity and i didnt have problems at all. So, any ideas?

For now, i just removed the kite demo since it seems to be really broken somehow. Now everything is back to normal. A shame because now i dont have foliage assets to add to my project. Need to find something out there.

i have the same issue and im using win10

I stuck at 0% too, build light fail but map check with no error.
I solved this problem by two step:

1.Open .uproject file through TextEditor
2.Restore plugin setting like the pics below


Pic 1

234
Pic2

The reason of this fail should be those tcp or upd things been disable.

Sorry for my poor English.