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Yeah i have to say seems to be the first example of Epic misleading Devs, We all remember the fan fair release of the Epic terrain example (that i should also add had nothing in it other than the terrain a few rocks and a minimal amounts of simple low poly tree’s) but yet they gave no information about how much memory was needed to build such a simple example with lightmass. Which after speaking with others seems that if you have 26GB memory your JUST get that example lighting baked. THAT IS UNACCEPTABLE. Clearly lightmass is not usable for even small terrains when adding other baseline geometry for any game type, All that needs to happen is for lightmass to be able to break terrains into grid sections with each section guard banded by maybe 5-10% to make sure lighting is continuous between section processed separately.
I dont care if it takes me 10 hours to bake a terrain if need be, all i care about is actualy being able to do that, even with only 4-8 GB meomory. is the biggest fail of Epic so far since UE4’s release, and a pretty big one at that. Needs immediate resolution before the word gets out UE4 can’t even build static lighting for a reasonably small area, let alone it’s realtime lighting. #Disapointed
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I agree, it seems extremely amateurish especially for a company like Epic. What developer thought it would be acceptable to force people to buy 100GB of RAM to light a simple map and how could code like that have made it into the Unreal Engine baseline? I am trying to build a simple level with 1 castle in it and lightmass is consuming all RAM in sight before it crashes. I only have 8 GB, but I have no idea how much I would need for such a simple example. Why on earth would it in multiple GBs of RAM? needs to be fixed ASAP and there are bug reports from at least April. Is it as least on your radar for being fixed? What alternative do we have other than wait for it to be fixed? Is there another way to light a level without lightmass?