Can't build lighting on Mac - pc works fine

We’re having a problem building lighting. This only happens on a Mac machine - not on PC. We’re using a very slightly modified version of the 4.6.1 engine. The firewall is not enabled, and static lighting is enabled.

When I click “build”, it says “building lighting: 0%” and then a box comes up saying that building lighting failed. There’s not a lot in the log window to go on - see below. Any suggestions would be appreciated!

Logs:

LogRHI:Warning: OpenGL debug output extension not supported!

MapCheck: New page: Map Check

LogRHI:Warning: OpenGL debug output extension not supported!

LightingResults: New page: Lighting Build - Feb 5, 2015, 2:41:50 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

LogRHI:Warning: OpenGL debug output extension not supported!

LogEditorBuildUtils: Build time 0:00:00

LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer M_wwBody, compiling.

LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer M_wwBody, compiling.

LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer M_wwHead, compiling.

LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer M_wwHead, compiling.

Hello jcoombs,

Sorry to hear you are experiencing this issue. Would you mind providing me with your system specs/information?

When you say slightly modified version of the engine 4.6.1, I am assuming you have added your own code?

Have you attempted your Lightmass build without this code addition?

Thank you,

Disable Firewall, DNSCrypt and other programs that can modify network. Worked for me.

Hi Andrew,

it turns out this was a result of a mismatched debug/development editor & unreallightmass. I rebuilt unreallightmass so that it was the same configuration as the editor and things worked fine.

can someone explain how to do this to me? I have the same problem, which is a different problem than I had BEFORE today’s update.
See previous problem here: https://answers.unrealengine.com/questions/315999/lighting-wont-build-ut-map-editor-argh.html