# Unreal Engine 4.7.3 Lighting build failed. Swarm failed to kick off

**URL:** <https://forums.unrealengine.com/t/unreal-engine-4-7-3-lighting-build-failed-swarm-failed-to-kick-off/312803>\
**Category:** Rendering\
**Tags:** unreal-engine\
**Created:** [March 27, 2015, 10:40am UTC](https://forums.unrealengine.com/t/unreal-engine-4-7-3-lighting-build-failed-swarm-failed-to-kick-off/312803 "2015-03-27T10:40:50Z")\
**Posts on this page:** 13\
**Page:** 1

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**Author:** ![Blinking\_Nora](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Blinking\_Nora](https://forums.unrealengine.com/u/Blinking_Nora)\
**Post date:** [March 27, 2015, 10:40am UTC](https://forums.unrealengine.com/t/unreal-engine-4-7-3-lighting-build-failed-swarm-failed-to-kick-off/312803/1 "2015-03-27T10:40:50Z")

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Hi, when trying to build my project in Unreal 4 I get a ‘kicking off swarm message’ and then instantly a ‘Lighting build failed. Swarm failed to kick off.’

Here’s some of my output log:

LogInit: Version: 4.7.3-2479750+++depot+UE4-Releases+4.7  
LogInit: API Version: 2455222  
LogInit: Compiled (64-bit): Mar 15 2015 23:20:45  
LogInit: Compiled with Visual C++: 18.00.21005.01  
LogInit: Build Configuration: Development  
LogInit: Branch Name: ++depot+UE4-Releases+4.7  
LogInit: Command line:  
LogInit: Base directory: D:/Unreal/Epic Games/4.7/Engine/Binaries/Win64/  
LogInit: Rocket: 1  
LogTaskGraph: Started task graph with 3 named threads and 6 total threads.  
LogOnline:Warning: No default platform service specified for OnlineSubsystem  
LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.  
LogInit: Object subsystem initialized  
LogConsoleResponse:Warning: Skipping Unknown console variable: ‘TranslucentSortAxis = (X=0.000000,Y=-1.000000,Z=0.000000)’  
LogConsoleResponse:Warning: Found in ini file ‘F:/Final Project/MetaChroniss/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’  
LogConsoleResponse:Warning: Skipping Unknown console variable: ‘UIScaleRule = ShortestSide’  
LogConsoleResponse:Warning: Found in ini file ‘F:/Final Project/MetaChroniss/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’  
LogConsoleResponse:Warning: Skipping Unknown console variable: ‘UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)’  
LogConsoleResponse:Warning: Found in ini file ‘F:/Final Project/MetaChroniss/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’  
LogInit: Selected Device Profile: [Windows]  
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]  
LogInit: Computer: WDA6-6TGJFY1  
LogInit: User: 481251  
LogInit: CPU Page size=4096, Cores=4  
LogInit: High frequency timer resolution =3.312968 MHz  
LogMemory: Memory total: Physical=8.0GB (8GB approx) Virtual=8192.0GB  
LogMemory: Platform Memory Stats for Windows  
LogMemory: Process Physical Memory: 48.10 MB used, 48.10 MB peak  
LogMemory: Process Virtual Memory: 24.21 MB used, 24.22 MB peak  
LogMemory: Physical Memory: 2975.29 MB used, 8146.46 MB total  
LogMemory: Virtual Memory: 278.77 MB used, 8388608.00 MB total  
LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GT 640 (Feature Level 11\_0)  
LogD3D11RHI: Adapter has 973MB of dedicated video memory, 0MB of dedicated system memory, and 3072MB of shared system memory, 1 output[s]  
LogD3D11RHI: Chosen D3D11 Adapter Id = 0  
LogRHI: Texture pool is 681 MB (70% of 973 MB)  
LogD3D11RHI: Async texture creation enabled  
LogTextLocalizationManager: The requested culture (‘en\_GB’) has no localization data; parent culture’s (‘en’) localization data will be used.  
LogTextLocalizationManager:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:Save\_ToolTip):  
Resource: (D:/Unreal/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-29098895) String: (Saves the current level to disk)  
Resource: (D:/Unreal/Epic Games/4.7/Engine/Content/Localization/Engine/en/Engine.locres) Hash: (-1280300587) String: (Save selected data to vlog file)  
LogTextLocalizationManager:Warning: Loading localization resources contain conflicting entries for (Namespace:ContentBrowser, Key:ImportAssetToolTip):  
Resource: (D:/Unreal/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-630476809) String: (Import to {0}…)  
Resource: (D:/Unreal/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (1271782899) String: (Imports an asset from file to this folder.)  
LogContentStreaming: Texture pool size is 0.000000MB  
LogTargetPlatformManager:Display: Building Assets For Windows  
LogTargetPlatformManager:Display: Building Assets For Windows  
LogDerivedDataCache:Display: Max Cache Size: 512 MB  
LogDerivedDataCache: Loaded boot cache 0.04s 39MB C:/Users/481251/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc.  
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/481251/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc  
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file F:/Final Project/MetaChroniss/DerivedDataCache/DDC.ddp not found, will not use a pak cache.  
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.  
LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.  
LogDerivedDataCache: Using Local data cache path C:/Users/481251/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable  
LogMeshUtilities: No automatic mesh reduction module available  
LogMeshUtilities: No automatic mesh merging module available  
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467  
LogSlate:Warning: Failed to load font data from ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Italic.ttf’  
UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.  
SourceControl: Info Source control is disabled  
SourceControl: Info Source control is disabled  
SourceControl: Info Source control is disabled  
LogSourceControl: RunCommandInternalRaw: ‘git version’  
LogSourceControl: RunCommandInternalRaw: ExecProcess ReturnCode=2 OutResults=’’  
SourceControl: Info Source control is disabled  
LogObj: 24231 objects as part of root set at end of initial load.  
LogUObjectAllocator: 5136440 out of 0 bytes used by permanent object pool.  
LogEngine: Initializing Engine…  
LogInit: XAudio2 using ‘Speakers / Headphones (Realtek High Definition Audio)’ : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)  
LogInit: FAudioDevice initialized.  
LogAIModule: Creating AISystem for world NewWorld  
LogDerivedDataCache: Saved boot cache 0.02s 39MB C:/Users/481251/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc.  
LogInit: Texture streaming: Enabled  
LogAnalytics: Creating configured Analytics provider AnalyticsET  
LogAnalytics: ET APIKey = Rocket.Release. APIServer = [http://et2.epicgames.com/ET2/](http://et2.epicgames.com/ET2/). AppVersion = 4.7.3-2479750+++depot+UE4-Releases+4.7  
LogAnalytics: ET APIKey = Rocket.Release. DataRouterUploadURL = [https://datarouter-public-service-gamedev.ol.epicgames.net/datarouter/api/v1/public/data](https://datarouter-public-service-gamedev.ol.epicgames.net/datarouter/api/v1/public/data). AppVersion = 4.7.3-2479750+++depot+UE4-Releases+4.7  
LogAnalytics: SetUserId 2d7abf6c470b5490e72075bcba80bd0b|81b62d9f84cc44fabc76e640e0e44258|c5ae8816-1954-4978-bab4-7fa8d73a0993  
LogAnalytics: AnalyticsET::StartSession [Rocket.Release]  
LogInit: Transaction tracking system initialized  
BlueprintLog: New page: Editor Load  
LogAssetRegistry: FAssetRegistry took 0.0097 seconds to start up  
LogDirectoryWatcher:Warning: Failed to begin reading directory changes for …/…/…/Engine/Plugins/Experimental/CharacterAI/Content/. Error: 0  
LogTargetPlatformManager:Display: Building Assets For Windows  
LogTargetPlatformManager:Display: Building Assets For Windows  
LogSlate:Warning: Failed to load font data from ‘…/…/…/Engine/Content/Editor/Slate/Fonts/Roboto-Regular.ttf’  
LogSlate:Warning: Failed to load font data from ‘…/…/…/Engine/Content/Editor/Slate/Fonts/Roboto-Bold.ttf’  
LogCook:Display: Done creating registry. It took 0.00s.  
SourceControl: Info Source control is disabled  
Cmd: MAP LOAD FILE=“F:/Final Project/MetaChroniss/Content/SideScrollerBP/Maps/SideScrollerExampleMap.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3  
LightingResults: New page: Lighting Build  
MapCheck: New page: Map Check  
LightingResults: New page: Lighting Build  
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0000000016C0E520  
LogMaterial: Missing cached shader map for material M\_Water\_Test\_01, compiling.  
LogMaterial:Warning: Failed to compile Material /Game/Effects/Materials/M\_Water\_Test\_01.M\_Water\_Test\_01 for platform PCD3D\_SM5, Default Material will be used in game.  
LogMaterial:Warning: (Node TextureSampleParameterCube) ParamCube\> Requires TextureCube  
LogEditorServer: Finished looking for orphan Actors (0.000 secs)  
LogAIModule: Creating AISystem for world SideScrollerExampleMap  
Cmd: MAP CHECKDEP  
MapCheck: New page: SideScrollerExampleMap - 27 Mar 2015 10:32:34  
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 123.752ms to complete.  
LogFileHelpers: Loading map ‘SideScrollerExampleMap’ took 3.560  
LogCollectionManager: Loaded 0 collections in 0.001986 seconds  
LogContentBrowser: Native class hierarchy populated in 0.0109 seconds. Added 1696 classes and 261 folders.  
LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0012 seconds. Added 1 classes and 2 folders.  
LogCrashTracker: Crashtracker disabled due to settings.  
LogSlate:Warning: Failed to load font data from ‘Veranda’  
LogUObjectGlobals:Warning: Failed to find object ‘Class None.’  
LogLoad: Full Startup: 16.64 seconds (BP compile: 0.32 seconds)  
LogContentBrowser:Verbose: The content browser source was changed by the sources view to ‘/Game/Environment/Meshes/WarSpoils’  
LogRenderer:Warning: Reallocating scene render targets to support 32x32 (Frame:2).  
LogRenderer:Warning: Reallocating scene render targets to support 888x896 (Frame:8).  
LogAssetRegistry: Asset discovery search completed in 10.5651 seconds  
MapCheck: New page: Map Check  
Cmd: MAP REBUILD ALLVISIBLE  
LogEditorServer: Rebuildmap Clear paths rebuilt  
LightingResults: New page: Lighting Build - 27 Mar 2015 10:33:26  
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 0:00:04  
LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer MaterialInstanceDynamic\_28, compiling.  
MapCheck: New page: Map Check  
Cmd: MAP REBUILD ALLVISIBLE  
LogEditorServer: Rebuildmap Clear paths rebuilt  
LightingResults: New page: Lighting Build - 27 Mar 2015 10:33:48  
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 0:00:01  
LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer MaterialInstanceDynamic\_30, compiling.  
MapCheck: New page: Map Check  
Cmd: MAP REBUILD ALLVISIBLE  
LogEditorServer: Rebuildmap Clear paths rebuilt  
LightingResults: New page: Lighting Build - 27 Mar 2015 10:37:25  
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 0:00:00  
LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer MaterialInstanceDynamic\_32, compiling.  
MapCheck: New page: Map Check  
Cmd: MAP REBUILD ALLVISIBLE  
LogEditorServer: Rebuildmap Clear paths rebuilt  
LightingResults: New page: Lighting Build - 27 Mar 2015 10:39:09  
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 0:00:02  
LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer MaterialInstanceDynamic\_34, compiling.

What’s the problem here? As it’s just stopped working.

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**Author:** ![Tim\_Hobson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tim\_Hobson](https://forums.unrealengine.com/u/Tim_Hobson)\
**Post date:** [March 31, 2015, 9:04pm UTC](https://forums.unrealengine.com/t/unreal-engine-4-7-3-lighting-build-failed-swarm-failed-to-kick-off/312803/2 "2015-03-31T21:04:53Z")

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Hi Blinking\_Nora,

Typically when lightmass fails to kick off it’s either network firewall or anti-virus that has blocked Swarm Agent. You can test this by disabling your anti-virus or network firewall to see. If that works, make sure to add exceptions for Swarm Agent so that it can run appropriately.

It will often fail if two instances of Swarm Agent are opened as well. When there are two copies of Swarm Agent open you can check this in your task bar (next to your time on Windows) and make sure that there are not two icons for Swarm Agent (Small S icon that is yellow/orange and black). If there are you will need to close one or both of these to proceed.

Let me know if that solves your issues.

Tim

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**Author:** ![Blinking\_Nora](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Blinking\_Nora](https://forums.unrealengine.com/u/Blinking_Nora)\
**Post date:** [March 31, 2015, 9:12pm UTC](https://forums.unrealengine.com/t/unreal-engine-4-7-3-lighting-build-failed-swarm-failed-to-kick-off/312803/3 "2015-03-31T21:12:30Z")

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Hi Tim, thanks for the reply.

In the end I found the issue with the project a few days after the issue was found as I just carried on working on my game, turns out I had a giant (I think it was box reflection capture, but may be a starter pack lighting asset) over my scene that once deleted, allowed my project to build again just fine

Thank you for the response though!! 🙂

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**Author:** ![Valachio](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Valachio](https://forums.unrealengine.com/u/Valachio)\
**Post date:** [April 2, 2015, 10:30pm UTC](https://forums.unrealengine.com/t/unreal-engine-4-7-3-lighting-build-failed-swarm-failed-to-kick-off/312803/4 "2015-04-02T22:30:23Z")

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Hey there, can you describe in more detail how you fixed your problem? I have had this problem for like 1 month now and can’t find a solution

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**Author:** ![Blinking\_Nora](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Blinking\_Nora](https://forums.unrealengine.com/u/Blinking_Nora)\
**Post date:** [April 3, 2015, 9:45am UTC](https://forums.unrealengine.com/t/unreal-engine-4-7-3-lighting-build-failed-swarm-failed-to-kick-off/312803/5 "2015-04-03T09:45:50Z")

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Well, there’s not much to describe. Once I deleted a giant lighting/ reflection volume, the game rendered fine. Try deleting all of your lighting and see if it gets fixed, then undo it and find the culprit one-by-one. Though who knows, your issue may be different.

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**Author:** ![Valachio](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Valachio](https://forums.unrealengine.com/u/Valachio)\
**Post date:** [April 4, 2015, 12:11am UTC](https://forums.unrealengine.com/t/unreal-engine-4-7-3-lighting-build-failed-swarm-failed-to-kick-off/312803/6 "2015-04-04T00:11:45Z")

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■■■■… I’ve had this issue for so long and tried so many solutions to no avail

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**Author:** ![Tim\_Hobson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tim\_Hobson](https://forums.unrealengine.com/u/Tim_Hobson)\
**Post date:** [April 13, 2015, 8:10pm UTC](https://forums.unrealengine.com/t/unreal-engine-4-7-3-lighting-build-failed-swarm-failed-to-kick-off/312803/7 "2015-04-13T20:10:03Z")

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@blinking_nora

Thank you for getting back to me. I’ve tried to replicate this with a large box and sphere reflection capture but no luck.

I’m glad your issue is resolved at this point.

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**Author:** ![gmmsv14](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gmmsv14](https://forums.unrealengine.com/u/gmmsv14)\
**Post date:** [December 5, 2015, 4:02pm UTC](https://forums.unrealengine.com/t/unreal-engine-4-7-3-lighting-build-failed-swarm-failed-to-kick-off/312803/8 "2015-12-05T16:02:01Z")

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Thank you Blinking\_Nora I have tried everything from duplicate name meshes to modifying the swarm settings and cleaning elements one by one noting worked. I have a huge level with enormous reflection capture , but i my case i didn’t delete it , just simply pressed update captures button and it worked.

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**Author:** ![Blinking\_Nora](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Blinking\_Nora](https://forums.unrealengine.com/u/Blinking_Nora)\
**Post date:** [December 5, 2015, 7:38pm UTC](https://forums.unrealengine.com/t/unreal-engine-4-7-3-lighting-build-failed-swarm-failed-to-kick-off/312803/9 "2015-12-05T19:38:05Z")

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Ah great! I’m glad my pretty old issue could help you somewhat haha. I have no idea why we both had issues with giant reflection captures, but at least it fixed the problem lol.

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**Author:** ![intoxicat3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@intoxicat3](https://forums.unrealengine.com/u/intoxicat3)\
**Post date:** [April 3, 2016, 2:20pm UTC](https://forums.unrealengine.com/t/unreal-engine-4-7-3-lighting-build-failed-swarm-failed-to-kick-off/312803/10 "2016-04-03T14:20:15Z")

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I have the same issue in 4.11

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**Author:** ![Jonas\_Borge](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jonas\_Borge](https://forums.unrealengine.com/u/Jonas_Borge)\
**Post date:** [April 14, 2016, 3:11am UTC](https://forums.unrealengine.com/t/unreal-engine-4-7-3-lighting-build-failed-swarm-failed-to-kick-off/312803/11 "2016-04-14T03:11:57Z")

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Have you some news for 4.11?

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**Author:** ![Talad](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Talad](https://forums.unrealengine.com/u/Talad)\
**Post date:** [December 26, 2016, 4:26pm UTC](https://forums.unrealengine.com/t/unreal-engine-4-7-3-lighting-build-failed-swarm-failed-to-kick-off/312803/12 "2016-12-26T16:26:16Z")

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Hi, I have this error as well:

LogStaticLightingSystem:Warning: Failed to build lighting!!! Lighting build failed. Swarm failed to kick off.

I solved the problem by open UE4.sln from Visual Studio, go under Programs and recompile UnrealLighmass

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**Author:** ![janicewhtt](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@janicewhtt](https://forums.unrealengine.com/u/janicewhtt)\
**Post date:** [June 21, 2017, 7:58am UTC](https://forums.unrealengine.com/t/unreal-engine-4-7-3-lighting-build-failed-swarm-failed-to-kick-off/312803/13 "2017-06-21T07:58:15Z")

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I am facing same problem, have to compile unreal light mass. however in my sln file, the unreallightmass under program section is totally missing. attached is screenshot. how to i find UnrealLightmass?

 ![bug.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/a/b/abe2cef30b28fde16629aa10744675f42e7d2eda.jpeg)
