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.