Considering you have just changed the GPU, and everything was working as intended in the previous setup, this is most likely a data mismatch, either with the project’s cache, or the drivers in your system. So, let’s take a few steps to resolve the problem:
First of all, perform a clean driver install, and use nVidia’s Developer drivers, as those are most stable for engine work
Next, switch between DX11 and DX12 and check if anything changes in your scene
Finally, clear your project’s cache, via deleting folders Intermediate, Saved and DerivedDataCache from your project’s directory, and allow the engine to rebuild everything
If the problem persists after these steps, what’s left is to tinker with engine options. I would test disabling Nanite, if any of your affected meshes is using it, as well as disabling hardware ray tracing.
Switching to DX11-DX12 not helped (shaders recompiled, but still black objects after GPU Lightmass. Btw, GPU Lightmass not working on DX12)
Deleting Intermediate, Saved, ВВС not helped
I’m not using Nanite in project
My following researches.
I create new project
Lightmapping on new project is ok (map MAP_LM_OK )
I transfer level MAP_LM_OK to bugged project (copy/paste files to content folder)
Lightmapping MAP_LM_OK on bugged project is FINE!
When i try Copy all objects →Paste all objects from fine to bugged level, still black objects after baking.
When i try to create new level, and paste all MAP_LM_OK objects there → Lightmapping is fine
So i localized the problem as “bad level file“(all project level files) (and corruption occurs after 3060Ti→5070Ti).
My post above is good but it’s not a solution.
I missed GPU Lightmass settings (i think it binded to level).
So, when i use “Use First Bounce Ray Guiding“ - black object.
When i untick “Use First Bounce Ray Guiding“ - everything is ok.
So this option worked on 3060Ti, but on 5070Ti it causes a black objects.