How to fix build lighting?

Hello, whenever I click build on my project the building lighting always gets stuck at 75%. I have tried cleaning and validating on the cache on the swarm agent with no success. The problem seems to be “failed to determine engine directory.” This is what the log looks like.

21:41:24: [Interface:TryOpenConnection] Local connection established
21:41:24: [Job] Accepted Job A6C5AA41-40ED2E5E-72C764BF-85B72314
21:41:25: [RequestCacheClear] Request ignored because of active, open connections
21:41:26: [Job] Launched Job UnrealLightmass_2015-10-16_22-33-09_1325512-64bit.exe
21:41:26: [Job] PID is 10488
21:41:26: [Job] GUID is “A6C5AA41-40ED2E5E-72C764BF-85B72314”
21:41:26: LogLightmass:Display: Lightmass Win64 started on: OSCARSPC. Command-line: A6C5AA4140ED2E5E72C764BF85B72314
21:41:26: Lightmass Win64 started on: OSCARSPC. Command-line: A6C5AA4140ED2E5E72C764BF85B72314
21:41:26: LogLightmass:Display: Processing scene GUID: A6C5AA4140ED2E5E72C764BF85B72314 with 6 threads
21:41:26: Processing scene GUID: A6C5AA4140ED2E5E72C764BF85B72314 with 6 threads
21:41:26: Building static lighting…
21:41:27: LogGenericPlatformMisc:Warning: Failed to determine engine directory: Defaulting to …/…/…/Engine/
21:41:27: Failed to determine engine directory: Defaulting to …/…/…/Engine/
21:41:27: [Job] Found a parent connection for PID 10488
21:41:27: [Job] 0F84D2AB → 35099469
21:41:27: [Interface:TryOpenConnection] Local connection established
21:41:27: Measured CPU frequency: 2.49 GHz
21:41:27: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
21:41:27: Number of texture mappings: 1
21:41:27: Number of fluid mappings: 0
21:41:27: Number of landscape mappings: 0
21:41:27: Number of BSP mappings: 0
21:41:27: Number of static mesh instance mappings: 1
21:41:27: Reserving memory for 1 meshes, 2208 vertices, 3968 triangles
21:41:27: Scene surface area calculated at 0.000 million units (0.000% of the estimated 0.000 million units)
21:41:27: Importance volume surface area calculated at 0.000 million units (0.000% of the estimated 0.000 million units)
21:41:27: Preallocated 0.0Gb for kDOP nodes and triangles
21:41:27: Building kDOP took 0.00 seconds.
21:41:27: Static lighting kDOP: 0 nodes, 1 leaves, 0 triangles, 0 vertices
21:41:27: Static lighting kDOP: -1.#IO% wasted space in leaves
21:41:27: kDopTree.Nodes : 0.0Mb
21:41:27: kDopTree.SOATriangles : 0.0Mb
21:41:27: kDOPTriangles : 0.0Mb
21:41:27: TrianglePayloads : 0.0Mb
21:41:27: MeshInfos : 0.0Mb
21:41:27: Vertices : 0.0Mb
21:41:27: UVs : 0.0Mb
21:41:27: LightmapUVs : 0.0Mb
21:41:27: Static lighting kDOP: 0 nodes, 1 leaves, 0 triangles, 0 vertices, 0.1 Mb
21:41:27: Processing…
21:41:27: EmitDirectPhotons complete, 0.000 million photons emitted in 0.1 seconds
21:41:27: [RequestCacheValidate] Request ignored because of active, open connections
21:41:27: EmitIndirectPhotons complete, 0.000 million photons emitted in 0.1 seconds
21:41:27: Marking Irradiance Photons complete, 0.000 million photons marked in 0.1

Hey Oscar88,

This a known issue with 4.9. This issue is resolved in 4.10.

Could you test this issue with your project in that version of UE4 and verify that is fixed?

Unfortunately this message is displayed.

Ok,

I would like to gather some more information from you about your version of UE4.

1.) Are you using the Launcher from Epic’s website or the Github source files?
2.) Have you tried uninstalling and reinstalling UE4?

After I have this information I will continue to investigate this issue at that time.

I am using the launcher from Epics website and I have not reinstalled it yet. I could do that now if that is best.

Were you able to uninstall and reinstall UE4? Did this fix the issue?

Unfortunately after uninstalling and reinstalling UE4 the same error message pops up.

Ok, If you would link me a copy of your DxDiag I will investigate if there are any issues from your Hardware/Software to UE4.

Here is the DxDiag

Your computers specs fall well within our recommended specs for running and developing for UE4. The only test I have left is to try and recreate this issue with your project. This will confirm if this issue is with the editor with your project specifically

For me to do this I will need a copy of your project. You can either link a dropbox here with your .uproject file and your content and config folders. If you do not feel comfortable posting a link to your project you can send me a private message on our forums. This is done by doing to our forums > advance search > and searching for a user. In that tab type in my name.

Thank you for linking your .uproject, unfortunately I still need your content and config folders in order to test your project, without this I have none of your assets or settings that you have created.

Sorry but how would I find and send these content and config folders?

Navigate to where you have your project folder saved. Open the project. Within the root project folder there are folders that are labeled “Content” and “Config.” If you would zip these along with your .uproject and send them the same way you sent the private message.