I’m using UE5.4 on a computer that belongs to a university - I am not able to change firewall settings to allow incoming connections.
I am also unable to successfully build lighting - at all. Even the simplest possible level with one dirctional light will fail - the ‘building’ popup shows 0% for a while and is followed by a lighting failed message.
Is the lighting issue related to the fact that I don’t have incoming connections available?
i’ve included below the relevent lines from the editor’s log, and a the UnrealLightmass log file from a recent crash.
This seems to be a common problem, but I have not seen anything like a solution anywhere.
thanks!
UE Log:
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 0.31ms
LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 655.772034
LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No Change
LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 655.821960, Update Interval: 325.803711
LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed.
DumpUnbuiltLightIteractions
Lights with unbuilt interactions: 1
Light DirectionalLight
Primitives with unbuilt interactions: 5
Primitive StaticMeshComponent /Game/barebones.barebones:PersistentLevel.StaticMeshActor_1.StaticMeshComponent0
Primitive StaticMeshComponent /Game/barebones.barebones:PersistentLevel.StaticMeshActor_2.StaticMeshComponent0
Primitive StaticMeshComponent /Game/barebones.barebones:PersistentLevel.StaticMeshActor_3.StaticMeshComponent0
Primitive StaticMeshComponent /Game/barebones.barebones:PersistentLevel.StaticMeshActor_4.StaticMeshComponent0
Primitive StaticMeshComponent /Game/barebones.barebones:PersistentLevel.StaticMeshActor_6.StaticMeshComponent0
Cmd: MAP CHECK NOTIFYRESULTS
MapCheck: Error: WorldSettings Maps need lighting rebuilt
MapCheck: Map check complete: 1 Error(s), 0 Warning(s), took 2.288ms to complete.
UnrealLightmass log:
ÿþStats thread started at 0.116802
ICU TimeZone Detection - Raw Offset: -5:00, Platform Override: ‘’
Session CrashGUID >====================================================
Session CrashGUID > UECC-Mac-C834F112D84FDAEA9DD8EFAE60FC25BD
Session CrashGUID >====================================================
No local boot hotfix file found at: [/Users/wsack/Library/Application Support/Epic/UnrealLightmass/Saved/PersistentDownloadDir/HotfixForNextBoot.txt]
Mounting Engine plugin UdpMessaging
ExecutableName: UnrealLightmass
Build: ++UE5+Release-5.4-CL-35576357
Platform=MacEditor
MachineId=c1d15ad40943b78c676f538c73bb1943
DeviceId=
Engine Version: 5.4.4-35576357+++UE5+Release-5.4
Compatible Engine Version: 5.4.0-33043543+++UE5+Release-5.4
Net CL: 33043543
OS: macOS 14.7.3 (23H417), CPU: Apple M2 Pro, GPU: Apple M2 Pro
Compiled (64-bit): Aug 16 2024 00:53:22
Architecture: x64
Compiled with Clang: 14.0.0 (clang-1400.0.29.202)
Build Configuration: Development
Branch Name: ++UE5+Release-5.4
Command Line: D3DE94C9AB4B5F80BABA41A2A8BAE128 -installed -Messaging -nostdout
Base Directory: /Users/wsack/UE_5.4/Engine/Binaries/Mac/
Allocator: ANSI
Installed Engine Build: 1
This binary is optimized with LTO: no, PGO: no, instrumented for PGO data collection: no
Number of dev versions registered: 36
Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 10
Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 4
Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 40
Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 37
Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 3
Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 20
Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 48
Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 13
Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 3
Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
Private-Geometry (6EACA3D4-40EC-4CC1-B786-8BED09428FC5): 3
Dev-AnimPhys (29E575DD-E0A3-4627-9D10-D276232CDCEA): 17
Dev-Anim (AF43A65D-7FD3-4947-9873-3E8ED9C1BB05): 15
Dev-ReflectionCapture (6B266CEC-1EC7-4B8F-A30B-E4D90942FC07): 1
Dev-Automation (0DF73D61-A23F-47EA-B727-89E90C41499A): 1
FortniteMain (601D1886-AC64-4F84-AA16-D3DE0DEAC7D6): 134
FortniteValkyrie (8DBC2C5B-54A7-43E0-A768-FCBB7DA29060): 8
FortniteSeason (5B4C06B7-2463-4AF8-805B-BF70CDF5D0DD): 12
FortniteRelease (E7086368-6B23-4C58-8439-1B7016265E91): 13
Dev-Enterprise (9DFFBCD6-494F-0158-E221-12823C92A888): 10
Dev-Niagara (F2AED0AC-9AFE-416F-8664-AA7FFA26D6FC): 1
Dev-Destruction (174F1F0B-B4C6-45A5-B13F-2EE8D0FB917D): 10
Dev-Physics-Ext (35F94A83-E258-406C-A318-09F59610247C): 41
Dev-PhysicsMaterial-Chaos (B68FC16E-8B1B-42E2-B453-215C058844FE): 1
Dev-CineCamera (B2E18506-4273-CFC2-A54E-F4BB758BBA07): 1
Dev-VirtualProduction (64F58936-FD1B-42BA-BA96-7289D5D0FA4E): 1
UE5-Main (697DD581-E64F-41AB-AA4A-51ECBEB7B628): 119
UE5-Release (D89B5E42-24BD-4D46-8412-ACA8DF641779): 51
UE5-PrivateFrosty (59DA5D52-1232-4948-B878-597870B8E98B): 8
UE5-Dev-Cooker (26075A32-730F-4708-88E9-8C32F1599D05): 0
Dev-MediaFramework (6F0ED827-A609-4895-9C91-998D90180EA4): 2
UE5-Dev-LWCRendering (30D58BE3-95EA-4282-A6E3-B159D8EBB06A): 1
Presizing for max 100000 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
Object subsystem initialized
Applying CVar settings from Section [Startup] File […/…/…/Engine/Config/ConsoleVariables.ini]
CVar [[r.DumpShaderDebugInfo:2]] deferred - dummy variable created
CVar [[r.Shaders.WarningsAsErrors:0 ;; 0: off, 1: global shaders, 2: all]] deferred - dummy variable created
CVar [[p.chaos.AllowCreatePhysxBodies:1]] deferred - dummy variable created
CVar [[fx.SkipVectorVMBackendOptimizations:1]] deferred - dummy variable created
Applying CVar settings from Section [Startup_Mac] File […/…/…/Engine/Config/ConsoleVariables.ini]
Applying CVar settings from Section [ConsoleVariables] File [Engine]
CVar [[r.HairStrands.Visibility.MSAA.SamplePerPixel:1]] deferred - dummy variable created
CVar [[r.SceneCulling.ExplicitCellBounds:1]] deferred - dummy variable created
Set CVar [[memory.MemoryPressureCriticalThresholdMB:512]]
macOS 14.7.3 (23H417)
Model: Mac14,9
CPU: Apple M2 Pro
CPU Page size=4096, Cores=10, HT=10
Computer: cast-wsackml
User: wsack
High frequency timer resolution =1000.000000 MHz
Power Source: AC Power
Memory total: Physical=16.0GB (16GB approx) Pagefile=0.0GB Virtual=16.0GB
306 objects as part of root set at end of initial load.
52992 out of 0 bytes used by permanent object pool.
CloseDisregardForGC: 0/0 objects in disregard for GC pool
Using OS detected language (en-US).
Using OS detected locale (en-US).
No specific localization for ‘en-US’ exists, so ‘en’ will be used for the language.
Using OS detected language (en-US).
Using OS detected locale (en-US).
No localization for ‘en-US’ exists, so ‘en’ will be used for the language.
No localization for ‘en-US’ exists, so ‘en’ will be used for the locale.
Processed 2 localized package path(s) for 1 prioritized culture(s) in 0.000103 seconds
Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
Unicast socket bound to ‘0.0.0.0:56183’.
Added local interface ‘10.83.11.225’ to multicast group ‘230.0.0.1:6666’
Added local interface ‘128.205.121.143’ to multicast group ‘230.0.0.1:6666’
Lightmass Mac started on: cast-wsackml. Command-line: D3DE94C9AB4B5F80BABA41A2A8BAE128 -installed -Messaging -nostdout
Processing scene GUID: D3DE94C9AB4B5F80BABA41A2A8BAE128 with 10 threads
Building static lighting…
Timed out waiting for the recipient (TimeWaitingSec = 60.452936)
Measured CPU frequency: 1.00 GHz
FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
Number of texture mappings: 5
Number of fluid mappings: 0
Number of landscape mappings: 0
Number of BSP mappings: 0
Number of static mesh instance mappings: 5
Scene surface area calculated at 1.439 million units (34.466% of the estimated 4.175 million units)
Importance volume surface area calculated at 1.439 million units (0.000% of the estimated 0.000 million units)
Embree Build 0.0s
Collision Mesh Overview:
Num Triangles : 816
MeshInfos : 0.0Mb
UVs : 0.0Mb
LightmapUVs : 0.0Mb
Embree Used Memory : 0.1Mb
Processing…
Timed out waiting for the recipient (TimeWaitingSec = 60.435317)