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Unreal Lighting Mac Os

Hello guys, I’m trying to realistic lighting on unreal, but I’m not getting it. Below I am putting as screen shots of my scenario. In this scene, I am using Directional Light. I can not understand what is wrong, because as textures turn black, it seems that the Directional Light is not jumping correctly and propagating itself to other comfortable ones. Please help me. Thank you.

Images URLs
http://res.cloudinary.com/miiimo/image/upload/v1505734642/Captura_de_Tela_2017-09-18_às_08.12.10_igkb3f.png
http://res.cloudinary.com/miiimo/image/upload/v1505734644/Captura_de_Tela_2017-09-18_às_08.11.54_gzkrve.png
http://res.cloudinary.com/miiimo/image/upload/v1505734645/Captura_de_Tela_2017-09-18_às_08.11.45_fcumdf.png
http://res.cloudinary.com/miiimo/image/upload/v1505734644/Captura_de_Tela_2017-09-18_às_08.11.40_ufgp8g.png

Setup
MacBook Pro (Retina, 15-inch, Mid 2014)
2,5 GHz Intel Core i7
16 GB 1600 MHz DDR3
Graphic Intel Iris Pro 1526 MB

BaseLightmass.ini


; These are tweaked defaults for various lightmass solver and export settings
; Artist-oriented lightmass settings are in the editor UI
; Documentation for all of these is in UnrealLightmass/Public/SceneExport.h
; This ini is reloaded every time a lighting build begins, no need to restart

[DevOptions.StaticLighting]
bAllowMultiThreadedStaticLighting=True
ViewSingleBounceNumber=-1
bUseBilinearFilterLightmaps=True
bCompressLightmaps=True
bUseConservativeTexelRasterization=True
bAccountForTexelSize=True
bUseMaxWeight=True
MaxTriangleLightingSamples=8
MaxTriangleIrradiancePhotonCacheSamples=4
bAllow64bitProcess=True
DefaultStaticMeshLightingRes=32
bAllowCropping=False
bGarbageCollectAfterExport=True
bRebuildDirtyGeometryForLighting=True

[DevOptions.StaticLightingSceneConstants]
StaticLightingLevelScale=1
VisibilityRayOffsetDistance=.1
VisibilityNormalOffsetDistance=3
VisibilityNormalOffsetSampleRadiusScale=.5
VisibilityTangentOffsetSampleRadiusScale=.8
SmallestTexelRadius=.1
; Tweaked for a good tradeoff between 'Cache Indirect Photon Paths' time and Indirect photon emitting 'Sampling Lights' time
LightGridSize=100
AutomaticImportanceVolumeExpandBy=500
MinimumImportanceVolumeExtentWithoutWarning=10000.0

[DevOptions.StaticLightingMaterial]
bUseDebugMaterial=False
ShowMaterialAttribute=None
; Material export sizes default to very small to keep exports fast
EmissiveSampleSize=128
DiffuseSampleSize=128
SpecularSampleSize=128
TransmissionSampleSize=256
NormalSampleSize=256
; Terrain materials default to much higher resolution since each material typically covers a large area in world space
TerrainSampleScalar=4
DebugDiffuse=(R=0.500000,G=0.500000,B=0.500000)
EnvironmentColor=(R=0.00000,G=0.00000,B=0.00000)

[DevOptions.MeshAreaLights]
bVisualizeMeshAreaLightPrimitives=False
; Only emissive texels above .01 will be used to create mesh area lights
EmissiveIntensityThreshold=.01
MeshAreaLightGridSize=100
MeshAreaLightSimplifyNormalAngleThreshold=25
MeshAreaLightSimplifyCornerDistanceThreshold=.5
MeshAreaLightSimplifyMeshBoundingRadiusFractionThreshold=.1
MeshAreaLightGeneratedDynamicLightSurfaceOffset=30

[DevOptions.PrecomputedDynamicObjectLighting]
bVisualizeVolumeLightSamples=False
bVisualizeVolumeLightInterpolation=False
NumHemisphereSamplesScale=2
SurfaceLightSampleSpacing=300
FirstSurfaceSampleLayerHeight=50
SurfaceSampleLayerHeightSpacing=250
NumSurfaceSampleLayers=2
DetailVolumeSampleSpacing=300
VolumeLightSampleSpacing=3000
; Clamp the number of volume samples generated to ~15mb
MaxVolumeSamples=250000
bUseMaxSurfaceSampleNum=True
; Approximately clamp the number of surface samples generated to ~30mb (only for Landscape currently)
MaxSurfaceLightSamples=500000

[DevOptions.PrecomputedVisibility]
bVisualizePrecomputedVisibility=False
bCompressVisibilityData=True
bPlaceCellsOnOpaqueOnly=True
NumCellDistributionBuckets=800
CellRenderingBucketSize=5
NumCellRenderingBuckets=5
PlayAreaHeight=220
MeshBoundsScale=1.2
VisibilitySpreadingIterations=1
MinMeshSamples=14
MaxMeshSamples=40
NumCellSamples=24
NumImportanceSamples=40

[DevOptions.PrecomputedVisibilityModeratelyAggressive]
MeshBoundsScale=1
VisibilitySpreadingIterations=1

[DevOptions.PrecomputedVisibilityMostAggressive]
MeshBoundsScale=1
VisibilitySpreadingIterations=0

[DevOptions.VolumeDistanceField]
VoxelSize=75
VolumeMaxDistance=900
NumVoxelDistanceSamples=800
; Clamp the size of the volume distance field generated to ~15mb
MaxVoxels=3992160

[DevOptions.StaticShadows]
; Using area shadows by default instead of filtering in texture space
bUseZeroAreaLightmapSpaceFilteredLights=False
NumShadowRays=8
NumPenumbraShadowRays=8
NumBounceShadowRays=1
bFilterShadowFactor=True
ShadowFactorGradientTolerance=0.5
bAllowSignedDistanceFieldShadows=True
MaxTransitionDistanceWorldSpace=50
ApproximateHighResTexelsPerMaxTransitionDistance=50
MinDistanceFieldUpsampleFactor=3
MinUnoccludedFraction=.005
StaticShadowDepthMapTransitionSampleDistanceX=100
StaticShadowDepthMapTransitionSampleDistanceY=100
StaticShadowDepthMapSuperSampleFactor=2
; Clamp the number of shadow samples generated to ~8mb for huge levels
StaticShadowDepthMapMaxSamples=4194304

[DevOptions.ImportanceTracing]
bUseCosinePDF=False
bUseStratifiedSampling=True
NumHemisphereSamples=16
MaxHemisphereRayAngle=89
bUseAdaptiveSolver=true
NumAdaptiveRefinementLevels=2
AdaptiveBrightnessThreshold=.1
AdaptiveFirstBouncePhotonConeAngle=4

[DevOptions.PhotonMapping]
bUsePhotonMapping=True
bUseFinalGathering=True
bUsePhotonDirectLightingInFinalGather=False
bVisualizeCachedApproximateDirectLighting=False
bUseIrradiancePhotons=True
bCacheIrradiancePhotonsOnSurfaces=True
bVisualizePhotonPaths=False
bVisualizePhotonGathers=True
bVisualizePhotonImportanceSamples=False
bVisualizeIrradiancePhotonCalculation=False
bEmitPhotonsOutsideImportanceVolume=False
ConeFilterConstant=1
; 400 gives a smooth enough result without requiring a very large search
NumIrradianceCalculationPhotons=400
; Allocating most final gather samples towards importance samples gives a good result as long as there are enough first bounce photons
FinalGatherImportanceSampleFraction=.6
; 10 degrees is a good tradeoff between capturing high frequency incident lighting at final gather points and covering the whole incident lighting domain with a limited number of importance directions
FinalGatherImportanceSampleConeAngle=10
IndirectPhotonEmitDiskRadius=200
IndirectPhotonEmitConeAngle=30
MaxImportancePhotonSearchDistance=2000
MinImportancePhotonSearchDistance=20
; Preview uses a very small number of importance directions
NumImportanceSearchPhotons=10
OutsideImportanceVolumeDensityScale=.0005
DirectPhotonDensity=350
; Same as DirectPhotonDensity, since currently direct photons are only used to create irradiance photons
DirectIrradiancePhotonDensity=350
DirectPhotonSearchDistance=200
IndirectPhotonPathDensity=5
; Need a very high indirect photon density since first bounce photons are used to guide the final gather
IndirectPhotonDensity=600
IndirectIrradiancePhotonDensity=300
IndirectPhotonSearchDistance=200
PhotonSearchAngleThreshold=.5
IrradiancePhotonSearchConeAngle=10
CachedIrradiancePhotonDownsampleFactor=2

[DevOptions.IrradianceCache]
bAllowIrradianceCaching=True
bUseIrradianceGradients=False
bShowGradientsOnly=False
bVisualizeIrradianceSamples=True
RecordRadiusScale=.8
InterpolationMaxAngle=20
PointBehindRecordMaxAngle=10
; Increase distance and angle constraints in the shading pass, which filters the interpolated result without losing too much detail.
DistanceSmoothFactor=4
AngleSmoothFactor=4
; Sky occlusion has less noise than normal GI, don't blur away details
SkyOcclusionSmoothnessReduction=.5
; Enforce a minimum sample rate on surfaces with no nearby occluders
MaxRecordRadius=1024
CacheTaskSize=64
InterpolateTaskSize=64

[DevOptions.StaticLightingMediumQuality]
NumShadowRaysScale=2
NumPenumbraShadowRaysScale=4
ApproximateHighResTexelsPerMaxTransitionDistanceScale=3
MinDistanceFieldUpsampleFactor=3
NumHemisphereSamplesScale=2
NumImportanceSearchPhotonsScale=1
NumDirectPhotonsScale=2
DirectPhotonSearchDistanceScale=.5
NumIndirectPhotonPathsScale=1
NumIndirectPhotonsScale=2
NumIndirectIrradiancePhotonsScale=2
RecordRadiusScaleScale=.75
InterpolationMaxAngleScale=1
IrradianceCacheSmoothFactor=.75
NumAdaptiveRefinementLevels=3
AdaptiveBrightnessThresholdScale=.5
AdaptiveFirstBouncePhotonConeAngleScale=1

[DevOptions.StaticLightingHighQuality]
NumShadowRaysScale=4
NumPenumbraShadowRaysScale=8
ApproximateHighResTexelsPerMaxTransitionDistanceScale=6
MinDistanceFieldUpsampleFactor=5
NumHemisphereSamplesScale=4
NumImportanceSearchPhotonsScale=2
NumDirectPhotonsScale=2
DirectPhotonSearchDistanceScale=.5
NumIndirectPhotonPathsScale=2
NumIndirectPhotonsScale=4
NumIndirectIrradiancePhotonsScale=2
RecordRadiusScaleScale=.75
InterpolationMaxAngleScale=.75
IrradianceCacheSmoothFactor=.75
NumAdaptiveRefinementLevels=3
AdaptiveBrightnessThresholdScale=.25
AdaptiveFirstBouncePhotonConeAngleScale=2

[DevOptions.StaticLightingProductionQuality]
NumShadowRaysScale=32
NumPenumbraShadowRaysScale=64
ApproximateHighResTexelsPerMaxTransitionDistanceScale=9
MinDistanceFieldUpsampleFactor=7
NumHemisphereSamplesScale=64
NumImportanceSearchPhotonsScale=6
NumDirectPhotonsScale=128
; Decrease direct photon search distance so that we will have more accurate shadow transitions.  This requires a higher density of direct photons.
DirectPhotonSearchDistanceScale=.5
NumIndirectPhotonPathsScale=32
; Need a lot of indirect photons since we have increased the number of first bounce photons to use for final gathering with NumImportanceSearchPhotonsScale
NumIndirectPhotonsScale=32
NumIndirectIrradiancePhotonsScale=2
; Decreasing the record radius results in more records, which increases quality
RecordRadiusScaleScale=.45
InterpolationMaxAngleScale=.75
IrradianceCacheSmoothFactor=.75
NumAdaptiveRefinementLevels=3
AdaptiveBrightnessThresholdScale=.25
AdaptiveFirstBouncePhotonConeAngleScale=2.5

help me please