Lighting build fails after stuck on 0% for a few minutes [UE 5.1]

Hi, I’m using UE 5.1 on Mac OS and it just doesn’t build lighting. I can’t see an error in log of what can cause that. Is there any suggestions?

Thanks in advance!

LightingResults: New page: Lighting Build - Mar 13, 2023, 2:12:12 AM
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
LogUObjectHash: Compacting FUObjectHashTables data took   0.28ms
LogDerivedDataCache: /Users/slydex/Library/Application Support/Epic/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:01:05.181 and deleted 0 files with total size 0 MiB. Scanned 45705 files in 20440 folders with total size 2575 MiB.
LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed.
DumpUnbuiltLightIteractions
Lights with unbuilt interactions: 0
Primitives with unbuilt interactions: 0
LogShaderCompilers: Display: ================================================
LogShaderCompilers: Display: === FShaderJobCache stats ===
LogShaderCompilers: Display: Total job queries 875, among them cache hits 32 (3.66%)
LogShaderCompilers: Display: Tracking 843 distinct input hashes that result in 840 distinct outputs (99.64%)
LogShaderCompilers: Display: RAM used: 10.12 MB (0.01 GB) of 819.20 MB (0.80 GB) budget. Usage: 1.24%
LogShaderCompilers: Display: === Shader Compilation stats ===
LogShaderCompilers: Display: Shaders Compiled: 0
LogShaderCompilers: Display: Jobs assigned 0, completed 0 (0.00%)
LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 0.00 s
LogShaderCompilers: Display: ================================================
Cmd: MAP CHECK NOTIFYRESULTS
MapCheck: New page: MainMenuLevel - Mar 13, 2023, 2:14:14 AM
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.216ms to complete.
1 Like

Hey there @Slydex44!

In your task manager, does the shader swarm spin up and start working?

In your world do you have: Force No Precomputed Lighting enabled?

Hi, thanks for the reply.

There is no swarm in the list of active tasks. I googled this issue yesterday and looks like there’s no such thing as swarm agent on mac os. Correct me if i’m wrong.

Force No Precomputed Lighting is disabled. I tried to turn it on and off. Once it’s on, it just skips lighting build in a second but when it’s off, the Building lighting message pops up for a minute or so and then it fails.

Small update
It looks like the problem is exactly in my project because I tried to build lighting in a separate project and it works well. Also, it doesn’t work on all levels, even on the new empty levels (not duplicated).

Here’s a small background about the project. Initially I started working on it a year ago in UE 4.27, but later moved to 5.1. Nothing worked correct so I created a clean project in UE 5.1 (for mobile with scalable settings) and migrated all project files to it. Everything works except the current problem with building lighting. Maybe there’s something I’m missing in project settings? Btw, allow static lighting is on…

Ahh, found a culprit.

Some time ago I turned off the UDP Messaging plugin because the game was stuttering because of it every 2 seconds. Turned it on again and lighting building works now.

It’s weird that I have no stutters now… well, I hope it stays that way.

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