Baked global illumination in UE5

Tryed these and then bake:

It seems like a issue with the hardware.

I also just noticed that old lightmaps (which are black and useless anyway) aren’t deleted upon building light with “Force no precomputed lighting on”. Anyway I’m on UE 5.0.1

Same Issue, I managed to bake a couple maps with GI set to None. Just ticked the “Enable virtual textures support” and “Enable virtual textures lightmaps” in project settings. Then I switched to a new map and for some reason I can’t bake anymore. Post Processing settings (GI) and World Detail (Precomputed lighting) seem to be alright, but still no lightmaps… I’m not using GPU lightmass btw.

Same issue tickering with the VR demo.
Problem is GPU Lightmass needs DX12, which crashes my GPU very often when building lights or even not doing anything.
:frowning:

Found this thread via Google, came to rant. It’s really glitchy in enclosed areas where reflections have the chance to bounce around. It will become dancey and blotchy very fast. Unfortunately this applies to all sharp corners & other areas with semi-enclosed spaces where the ‘not ray tracing that definitely is some form of software raytracing’ can get trapped traces. This is why everyone that uses Lumen makes their scene bright and/or open af. If you want a darkish scene and/or have objects with sharp edges, or any kind of reflection in enclosed spaces, you’re SOL with Lumen. It’s realistic… at the expense of performance and quality, unless you’re rocking a high end GPU and can pump up everything to max.

Even with Lumen off things are rendered in an entirely different hue for some materials. Like I’m doing the " Unreal Engine 4 Beginner Tutorial - UE4 Start Course" video by Unreal Sensei and during the lighting section the the walls he uses in his tutorial that look like a baby blue in his video look like turquoise for me. The textures look baby blue, the video looks baby blue, but they render as turquoise. Even with Lumen off they look turquoise, and the only way to bring out the baby blue is to nuke the walls with light. I also can’t recreate the same washed out lighting affect he does with Lumen off.

Another thing is that this new Lumen system is tied together to the other built in assets. Like if you don’t include a SkyAtmosphere with your SkyLight then the GI from the SkyLight straight up doesn’t render. Your skybox material influences the lighting too.

Personally, I’m a 100% newbie to Unreal and I’ve wasted many hours over the past few days trying to figure out why logical things things weren’t working only to find out they’re tied to some new UE5 feature that’s connected to something else. Another example is the Niagra particle system that is completely different with seemingly a thousand settings right off the bat and makes all pre-5 tutorials nigh (maybe) impossible to follow. If you want a basic emitter you’d better know your stuff. To me, this doesn’t feel like a game engine so much as geared towards technical artists and big studios that hire technical artists. If you’re a game developer be prepared to Google a lot and make notes of the new tricks you are forced to do just to have control. This noob is going to download UE4. I’ll give up ‘fancy’ performance hog real time lighting for accurate baked lighting and a workflow I can actually control. /end rant

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Hey guys,
When you finish your bake try to increase to desire the indirect lighting intensity on the PPV, that should work, also check if you have some HDR to capture, this happened to me and it works.

Trying to bake static lights on MacOS at the moment and there’s no GPU lightmass support. Does this mean I’m out of luck?

I’m having the same problem. I really hope they fix something or a solution is found!

Make sure that “Path Tracing” is enabled in the project settings. this is necessary for baked indirect lighting with GPU lightmass.

Same issue here. Need to fix from EPIC ASAP!

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Man, it is February now and I’m in the very same situation. Any news on this topic?

5 Likes

Hey all
Have you guys found out what’s the problem?
I’m trying to bake lighting on UE 5.2, it seems to be impossible! I can bake one light with a cube, if I add my geometry it just doesn’t bake anything. Stays in 0% for ever.
I followed all the hints here, yet no success.

same here, did you find a solution?

you should have NEVER updated your project to UE5

its going to be 3-5 years before the bugs are worked out, if they ever do get worked out…

sad that people cant go back a version, but it is what it is.

software occlusion and 32 bit support is gone also in UE5…

Yikes, it’s like software 101 to not break old features when adding new ones, this is required for most VR projects.

Totally unrelated. I had a similar issue with 4.27. After days of going through to find a solution, I almost remade my entire lighting till I saw you mention post process. Thank you!

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Update on my end here:
I am still working on the project and I managed to make it work using Luoshuang’s GPU light bake
I get some bugs here and there but apparently they’re coming from the exported geometry and not UE itself.

I noticed I need to increase indirect light from all the sources otherwise I would get just sun light “marks” over a black geometry.