Regardless of your skill level with WM or your level size, Lightmass should not need nearly THIRTY GB of RAM to build a level of that size. What’s really sad is that the level doesn’t have **** going on in it. It’s literally just a few rocks, very low poly trees, a few bridges and a frozen lake. God forbid someone tries to make a decent nature scene.
I understand that LPV/DFAO is an option to consider for larger scenes, but as it stands, it ISN’T an option; it’s the only way to have lighting in large scenes. There are benefits to static and dynamic lighting, but one of them is not viable whatsoever for large scenes. I’ve heard many times from cynical devs that UE is only good for indoor/small levels…and right now that seems to be pretty accurate. The landscape painting setup is beyond obtuse and lightmass is just…not good. I generally don’t like to rant about engine problems (moved from Cryengine to UE, so God knows I’ve experienced problems with CE), but needing that much RAM to build lighting is bull****.