I just tested this in 4.4 and I didn’t get the same errors that you did. Which version of the editor are you currently using?
Also, open the tree in the Static Mesh editor and under Static Mesh Settings make sure the Light Map Resolution is set to 32 and the Light Map Coordinate is 1.
Hi TJ, I solved the issue. It had nothing to do with the migration.
There are several ‘zombie’ meshes in my outliner that I deleted from my scene some time ago (using Force Delete) and they are confusing the lighting build.
I really have to find a safer way to delete objects with forcing it.
I now delete from the scene instead of the ContentBrowser which does update the SceneOutliner.
If you can find all of the references in the level and in blueprints, delete them first, you should then be able to delete the asset without force delete. I’ve been there before though, sometimes it’s difficult to find all of the references.
Indeed, that is what I just figured out and have have started doing.
The reference viewer does help to get you there.
The [Replace Reference] option also looks like it could be of use, but I always start laughing when I read that
‘Monty Python’-esque sentence and forget what I’m supposed to be doing:
“Select and asset to serve as the asset to consolidate the non-selected asset to. This will replace all uses of the non-selected assets below with the selected asset…”