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

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/. 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. 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.

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

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!! :slight_smile:

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

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.

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

@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.

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.

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.

I have the same issue in 4.11

Have you some news for 4.11?

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

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?