Anyone know why my gpu lightmass lightbake doesn't work on my splinemesh components?

Anyone know why my gpu lightmass lightbake doesn’t work on my splinemesh components? They are set to static… Are using correct light channels and the lightmap density is high enough.

I don’t think you can light bake onto spline objects, or anything else, but static meshes. I’m guessing because spline objects can be moved at run time and static baked lighting isn’t for anything that moves.

BTW, you don’t want the splines as your actual game objects anyway because their rendering performance is horrible compared to static.

What we’ve done is put the splines in a separate sub-level, adjust them as needed, then generate static meshes from them. Then hide or unload the spline sub-levels so they aren’t in any game play level.

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Actually CPU bake is working perfectly with Spline BPs. Spline meshes are set to static, they are not movable. But for some reason GPU bake is not working. It takes first mesh and applies its baked info to every single mesh along the spline. That’s why result looks repetitive, weird a bit.
I’ve run into the same issue and have no idea how to fix it.

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Yeah I remember not having this issue when baking UT maps with splinemeshes with the CPU lightbaker. The solution above does work of converting the actor to a single mesh but it’s clearly not ideal.

Yes, that’s not a solution at all. The whole point of spline meshes is to be easily editable at any moment of time, usage of instances and not creation tons of unique “converted from spline” assets. In this case I prefer to model such assets in 3d software.

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