Why does build lighting hang for 30 seconds before starting?

Hi, when I Build->Build Lighting Only, the whole UI hangs for 30-60 seconds at Gathering Geometry 100%, before starting the build in the lower right. It hangs without using CPU or IO. Once started, buckle up, but for 30-60 seconds, I can’t do anything for what seems like no reason. Is this a bug?

It’s probably loading the content into memory

As I said, there is no CPU or IO (disk or network). It’s a 500mb/s SSD.

Is there a debug log to check? The whole application UI hangs.

Open Swarm / learn how to use swarm
and you will probably see what is happening.

Also, you could be silently compiling shaders. On 4.22 this has been happening a lot. It just kinda hangs.

Swarm seems interesting, but relevant only after the 30-60 second UI hang ends. How do I open it?

The docs don’t seem relevant to the hang: Unreal Swarm | Unreal Engine Documentation

Attached is a screenshot showing Unreal’s not doing any CPU/Disk during the compile. I can’t “Stop Build”, move the dialogs, or the windows during this time.

I have shaders set to compile on GPU and CPU. I thought this might be the case, but why does the UI hang?

This scene is a demo scene from a Lowpoly woodland asset from the marketplace, on an i7-8700 w/ a 2060. The computer isn’t a monster, but it’s fresh.

> On 4.22 this has been happening a lot. It just kinda hangs.

A UI thread hang seems like a bug. Is there a log?

I reinstalled the engine and it “went away”! Ghosts and spirits I guess :slight_smile: [Snap! It didn’t. See logs below]

It may be related to this error: “Failed to load /Engine/EngineResources/T_Moon.T_Moon reference by MaterialExpressionTextuerObject_0”

Or this error: https://forums.unrealengine.com/unre…ure-on-startup

Probably unrelated, but… what have you done to the engine to loose key parts of it? O_o
Also you don’t have to un-install/re-install you can re-verify engine files from the Epic launcher. It essentially does the same thing and re-acquires/downloads whatever is missing.

As far as swarm goes after you launch the build it pops up as a process accessible through your taskbar hidden icons, and it probably would have told you what was being processed/if it was working or waiting on something.

> Probably unrelated, but… what have you done to the engine to loose key parts of it? O_o

Yeah, I was surprised about that too. I was trying to make a Moon from a cylinder, then a plane. While making the material, I think edited/moved the default texture in my fumbling around. Probably drag-n-drop.

> Also you don’t have to un-install/re-install you can re-verify engine files from the Epic launcher. It essentially does the same thing and re-acquires/downloads whatever is missing.

Awesome! Thank you!

> As far as swarm goes after you launch the build it pops up as a process accessible through your taskbar hidden icons, and it probably would have told you what was being processed/if it was working or waiting on something.

SWEET! I looked everywhere (except there - I’m a Linux nerd, so Windows is new to me).

Below are the log messages. I think the 7 second delay at :49 was the initial problem.

5:11:49 PM: Starting up SwarmAgent ...
5:11:49 PM: ... registering SwarmAgent with remoting service
5:11:49 PM: ... registering SwarmAgent network channels
5:11:49 PM: ... initializing SwarmAgent
5:11:49 PM: ......... certificate check has failed
5:11:49 PM: ...... initializing cache
5:11:49 PM: ......... using cache folder 'C:/Users/michael/AppData/Local/UnrealEngine/4.22/Saved/Swarm\SwarmCache'
5:11:49 PM: ......... recreating SwarmAgent cache staging area
5:11:49 PM: ...... initializing connection to SwarmCoordinator
5:11:49 PM: ......... using SwarmCoordinator on RENDER-01

5:11:56 PM: ......... SwarmCoordinator failed to be initialized
5:11:56 PM: ...... initializing local performance monitoring subsystem
5:11:57 PM: ... initialization successful, SwarmAgent now running
5:11:57 PM: [Interface:TryOpenConnection] Local connection established
5:11:57 PM: [Job] Accepted Job xxx
5:11:59 PM: [Job] Launched Job UnrealLightmass_2019-09-04_15-08-53_1101200-64bit.exe
5:11:59 PM: [Job] PID is 5780
5:11:59 PM: [Job] GUID is "xxx"
5:11:59 PM: LogLightmass: Display: Lightmass Win64 started on: DESKTOP-ITU0U36. Command-line: xxx
5:11:59 PM: Failed to determine engine directory: Defaulting to ../../../Engine/
5:11:59 PM: Failed to load 'aqProf.dll' (GetLastError=126)
5:11:59 PM: File 'aqProf.dll' does not exist
5:11:59 PM: Failed to load 'VtuneApi.dll' (GetLastError=126)
5:11:59 PM: File 'VtuneApi.dll' does not exist
5:11:59 PM: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
5:11:59 PM: File 'VtuneApi32e.dll' does not exist

I tried to ping and got this:

5:22:46 PM: [Network] Pinging Coordinator...
5:22:46 PM: [Network] Coordinator has failed to respond
5:22:46 PM: [Network] Coordinator ping complete

Then I kicked off another build at 5:39:11, hung at Geometry (80 seconds), and then got this in the agent log:

5:40:31 PM: [Interface:TryOpenConnection] Local connection established
5:40:31 PM: [Job] Accepted Job 2B67D7BE-40FAE91E-29249694-A2D69B63
5:40:32 PM: [Job] Launched Job UnrealLightmass_2019-09-04_15-08-53_1101200-64bit.exe
5:40:32 PM: [Job] PID is 16468
5:40:32 PM: [Job] GUID is "2B67D7BE-40FAE91E-29249694-A2D69B63"
5:40:32 PM: LogLightmass: Display: Lightmass Win64 started on: DESKTOP-ITU0U36. Command-line: 2B67D7BE40FAE91E29249694A2D69B63
5:40:32 PM: Failed to determine engine directory: Defaulting to ../../../Engine/
5:40:32 PM: Failed to load 'aqProf.dll' (GetLastError=126)
5:40:32 PM: File 'aqProf.dll' does not exist
5:40:32 PM: Failed to load 'VtuneApi.dll' (GetLastError=126)
5:40:32 PM: File 'VtuneApi.dll' does not exist
5:40:32 PM: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
5:40:32 PM: File 'VtuneApi32e.dll' does not exist
5:40:32 PM: Lightmass Win64 started on: DESKTOP-ITU0U36. Command-line: 2B67D7BE40FAE91E29249694A2D69B63
5:40:32 PM: LogLightmass: Display: Processing scene GUID: 2B67D7BE40FAE91E29249694A2D69B63 with 10 threads
5:40:32 PM: Processing scene GUID: 2B67D7BE40FAE91E29249694A2D69B63 with 10 threads
5:40:32 PM: Building static lighting...
5:40:32 PM: [OpenConnection] Registering TCP channel ...
5:40:32 PM: [OpenConnection] Connecting to agent ...
5:40:32 PM: [TryOpenConnection] Testing the Agent
5:40:32 PM: [TryOpenConnection] Opening Connection to Agent
5:40:32 PM: [TryOpenConnection] Local Process ID is 16468
5:40:32 PM: [Job] Found a parent connection for PID 16468
...

Started Swarm Coordinator (from instructions at link above), I get the same long delay.

Exited the agent, and try again, error “Failed to Connet to Swarm”

Tried it again, and now I’m hung at “Starting up Swarm Connection” and getting the same long connection delay as Geometry.

Is there a way to turn off Swarm for my project? I’m building mobile (Oculus Quest) games, so a render farm is a luxury at the moment.

In the end, I’d rather use the tools than fight them. Looking forward to the 4.23 :slight_smile:

No way to turn swarm off afaik.
but you can optimize it by putting it in solo mode via settings.
that may help a bit with delays, but so long as swarm is open it means its working on something…

Since we’re here on the topic of light builds… Does anyone know what this is about?:

13:41:07: Failed to determine engine directory: Defaulting to …/…/…/Engine/
13:41:07: Failed to load ‘aqProf.dll’ (GetLastError=126)
13:41:07: File ‘aqProf.dll’ does not exist
13:41:07: Failed to load ‘VtuneApi.dll’ (GetLastError=126)
13:41:07: File ‘VtuneApi.dll’ does not exist
13:41:07: Failed to load ‘VtuneApi32e.dll’ (GetLastError

Looks like you’re hijacking this post. If you’re serious about getting an answer, you should make a new question.