Whenever I run a build from the editor, it gets stuck on “Building lighting” at 66%. I’ve tested this with both a level with some stuff in it, an empty level, and a level with a sky sphere with the same results. If I create a new blank project and attempt to build on the default map, I get no issues. I’m on Windows 10 64 bit, and here’s the full log from Swarm:
8:27:51 PM: Starting up SwarmAgent ...
8:27:51 PM: ... registering SwarmAgent with remoting service
8:27:51 PM: ... registering SwarmAgent network channels
8:27:51 PM: ... initializing SwarmAgent
8:27:51 PM: ......... certificate check has failed
8:27:51 PM: ...... initializing cache
8:27:51 PM: ......... using cache folder 'C:/Users/Mitchell/AppData/Local/UnrealEngine/4.9/Saved/Swarm\SwarmCache'
8:27:51 PM: ......... recreating SwarmAgent cache staging area
8:27:51 PM: ...... initializing connection to SwarmCoordinator
8:27:51 PM: ......... using SwarmCoordinator on RENDER-01
8:27:53 PM: ......... SwarmCoordinator failed to be initialized
8:27:53 PM: ...... initializing local performance monitoring subsystem
8:27:53 PM: ... initialization successful, SwarmAgent now running
8:27:53 PM: [Interface:TryOpenConnection] Local connection established
8:27:53 PM: [Job] Accepted Job B7580191-4FC7BE65-88620BA8-3862DDCE
8:27:53 PM: [Job] Launched Job UnrealLightmass_2015-09-01_02-23-03_1325512-64bit.exe
8:27:53 PM: [Job] PID is 5916
8:27:53 PM: [Job] GUID is "B7580191-4FC7BE65-88620BA8-3862DDCE"
8:27:53 PM: LogLightmass:Display: Lightmass Win64 started on: DESKTOP-OBSDO8V. Command-line: B75801914FC7BE6588620BA83862DDCE
8:27:53 PM: Lightmass Win64 started on: DESKTOP-OBSDO8V. Command-line: B75801914FC7BE6588620BA83862DDCE
8:27:53 PM: LogLightmass:Display: Processing scene GUID: B75801914FC7BE6588620BA83862DDCE with 6 threads
8:27:53 PM: Processing scene GUID: B75801914FC7BE6588620BA83862DDCE with 6 threads
8:27:53 PM: Building static lighting...
8:27:53 PM: LogGenericPlatformMisc:Warning: Failed to determine engine directory: Defaulting to ../../../Engine/
8:27:53 PM: Failed to determine engine directory: Defaulting to ../../../Engine/
8:27:53 PM: [Job] Found a parent connection for PID 5916
8:27:53 PM: [Job] 6E76F3F3 -> 539B416C
8:27:53 PM: [Interface:TryOpenConnection] Local connection established
8:27:54 PM: Measured CPU frequency: 4.08 GHz
8:27:54 PM: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
8:27:54 PM: Number of texture mappings: 1
8:27:54 PM: Number of fluid mappings: 0
8:27:54 PM: Number of landscape mappings: 0
8:27:54 PM: Number of BSP mappings: 0
8:27:54 PM: Number of static mesh instance mappings: 1
8:27:54 PM: Reserving memory for 1 meshes, 2208 vertices, 3968 triangles
8:27:54 PM: Scene surface area calculated at 0.000 million units (0.000% of the estimated 0.000 million units)
8:27:54 PM: Importance volume surface area calculated at 0.000 million units (0.000% of the estimated 0.000 million units)
8:27:54 PM: Preallocated 0.0Gb for kDOP nodes and triangles
8:27:54 PM: Building kDOP took 0.00 seconds.
8:27:54 PM: Static lighting kDOP: 0 nodes, 1 leaves, 0 triangles, 0 vertices
8:27:54 PM: Static lighting kDOP: -1.#IO% wasted space in leaves
8:27:54 PM: kDopTree.Nodes : 0.0Mb
8:27:54 PM: kDopTree.SOATriangles : 0.0Mb
8:27:54 PM: kDOPTriangles : 0.0Mb
8:27:54 PM: TrianglePayloads : 0.0Mb
8:27:54 PM: MeshInfos : 0.0Mb
8:27:54 PM: Vertices : 0.0Mb
8:27:54 PM: UVs : 0.0Mb
8:27:54 PM: LightmapUVs : 0.0Mb
8:27:54 PM: Static lighting kDOP: 0 nodes, 1 leaves, 0 triangles, 0 vertices, 0.1 Mb
8:27:54 PM: Processing...
8:27:54 PM: EmitDirectPhotons complete, 0.000 million photons emitted in 0.1 seconds
8:27:54 PM: EmitIndirectPhotons complete, 0.000 million photons emitted in 0.1 seconds
8:27:54 PM: Marking Irradiance Photons complete, 0.000 million photons marked in 0.1 seconds
8:27:54 PM: Caching Irradiance Photons complete, 0.000 million cache samples in 0.1 seconds
8:27:54 PM: Calculate Irradiance Photons complete, 0.000 million irradiance calculations in 0.1 seconds
8:27:54 PM: Lighting 100.0%
EDIT: Further information, I was using a beta AMD driver and suspected that might be it, but rolling back to 15.7.1 has not corrected the issue. I can provide the updated dxdiag if that would be helpful. Weirdly enough, I found a temporary workaround - if I add items to the scene (Static Mesh cubes) and restart the lighting build, I can improve the percentage that lighting builds to before hanging. When I get up to 10 cubes, the percentage hits 100% and the lighting build completes in seconds.