Light build stuck after waiting about 2-3 days but swarm is 100% complete

(sorry for bad english)
I have a really big project and a very powerful processor and graphics card (i7-8700k, GTX 1080Ti 11GB, 32 GB RAM)
and I’m using mostly static lighting, before I started to build I checked every mesh and their resolutions, everything seems ok… and thats why I waited 2 days and I’m still waiting… I will attach the swarm log… I understood that those 3 errors are common and don’t affect the process, but I’m not sure. please be fast… I don’t know what to do. :))))

22:00:30: Starting up SwarmAgent ...
22:00:30:  ... registering SwarmAgent with remoting service
22:00:30:  ... registering SwarmAgent network channels
22:00:30:  ... initializing SwarmAgent
22:00:30:  ......... certificate check has failed
22:00:30:  ...... initializing cache
22:00:30:  ......... using cache folder 'C:/Users/Du-Du/AppData/Local/UnrealEngine/4.21/Saved/Swarm\SwarmCache'
22:00:30:  ......... recreating SwarmAgent cache staging area
22:00:30:  ...... initializing connection to SwarmCoordinator
22:00:30:  ......... using SwarmCoordinator on RENDER-01
22:00:32:  ......... SwarmCoordinator failed to be initialized
22:00:32:  ...... initializing local performance monitoring subsystem
22:00:35:  ... initialization successful, SwarmAgent now running
22:00:35: [Interface:TryOpenConnection] Local connection established
22:02:44: [Job] Accepted Job E662185C-43DCC0FF-8068FFBB-B0AB6881
22:09:36: [Job] Launched Job UnrealLightmass_2018-12-28_00-58-04_1312656-64bit.exe
22:09:36: [Job]     PID is 15744
22:09:36: [Job]     GUID is "E662185C-43DCC0FF-8068FFBB-B0AB6881"
22:09:36: LogLightmass: Display: Lightmass Win64 started on: DESKTOP-SD0BDEK. Command-line: E662185C43DCC0FF8068FFBBB0AB6881
22:09:36: Failed to determine engine directory: Defaulting to ../../../Engine/
22:09:36: Failed to load 'aqProf.dll' (GetLastError=126)
22:09:36: File 'aqProf.dll' does not exist
22:09:36: Failed to load 'VtuneApi.dll' (GetLastError=126)
22:09:36: File 'VtuneApi.dll' does not exist
22:09:36: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
22:09:36: File 'VtuneApi32e.dll' does not exist
22:09:36: Lightmass Win64 started on: DESKTOP-SD0BDEK. Command-line: E662185C43DCC0FF8068FFBBB0AB6881
22:09:36: LogLightmass: Display: Processing scene GUID: E662185C43DCC0FF8068FFBBB0AB6881 with 10 threads
22:09:36: Processing scene GUID: E662185C43DCC0FF8068FFBBB0AB6881 with 10 threads
22:09:36: Building static lighting...
22:09:36: [OpenConnection] Registering TCP channel ...
22:09:36: [OpenConnection] Connecting to agent ...
22:09:36: [TryOpenConnection] Testing the Agent
22:09:36: [TryOpenConnection] Opening Connection to Agent
22:09:36: [TryOpenConnection] Local Process ID is 15744
22:09:36: [Job] Found a parent connection for PID 15744
22:09:36: [Job]     20C946F9 -> 7574C4E5
22:09:36: [Interface:TryOpenConnection] Local connection established
22:09:58: Measured CPU frequency: 3.70 GHz
22:09:58: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
22:09:58: Number of texture mappings: 585536
22:09:58: Number of fluid mappings:   0
22:09:58: Number of landscape mappings:   80
22:09:58: Number of BSP mappings:     268
22:09:58: Number of static mesh instance mappings: 585536
22:11:54: Scene surface area calculated at 36625.566 million units (34.991% of the estimated 104672.195 million units)
22:11:54: Importance volume surface area calculated at 36625.566 million units (0.000% of the estimated 0.000 million units)
22:11:54: Clamped the number of indirect photon paths to 20000.
22:11:54: Clamped the number of indirect photons to emit to 40.000 million, from 43.951 million requested.
22:11:59: Embree Build 4.8s
22:11:59: 
22:11:59: 
22:11:59: Collision Mesh Overview:
22:11:59: Num Triangles         : 65294081
22:11:59: MeshInfos             :    44.7Mb
22:11:59: UVs                   :  1282.8Mb
22:11:59: LightmapUVs           :  1282.8Mb
22:11:59: Embree Used Memory    :  4466.9Mb
22:11:59: 
22:11:59: 
22:11:59: Processing...
22:12:01: EmitDirectPhotons complete, 18.560 million photons emitted in 2.4 seconds
22:12:31: Built photon segment map in 4.0 seconds
22:12:31: EmitIndirectPhotons complete, 40.000 million photons emitted in 28.2 seconds
22:12:33: Marking Irradiance Photons complete, 6.808 million photons marked in 2.5 seconds
22:14:15: Caching Irradiance Photons complete, 23.690 million cache samples in 102.3 seconds
22:14:21: Calculate Irradiance Photons complete, 0.263 million irradiance calculations in 5.2 seconds
22:16:48: Radiosity Setup 147.8s
22:18:53: Lighting 10.1%
22:29:01: Lighting 20.1%
22:29:40: Lighting 30.1%
22:30:22: Lighting 40.1%
22:31:01: Lighting 50.1%
22:31:35: Lighting 60.0%
22:32:14: Lighting 70.0%
04:51:11: Lighting 80.0%
21:56:01: Lighting 90.0%
08:37:31: Lighting 100.0%