NOTE: Before is on the right-hand side. After is on the left.
I finished my scene and level a few days ago.
I had previously tried to build the lighting at 500 object intervals, but each time it crashed. So without giving it a second thought, I finished the level with 8,000 unbuilt objects. As you can see in the photos, everything was rendering fine as is.
The final day came. The only thing to do was build the lighting. I’d hoped doing so would help increase the performance of the scene. So I ran the DumpUnbuiltLightInteractions turned on the color debug and hit build. The Lighting Build finished and crashed on reflections, so I spent a day researching how to increase my PC’s performance.
I changed some NVIDIA control panel settings, Increased the r.streaming.poolsize limit to 7000, went into the settings of the project, changed the PoolVRAMPercentage to 0, and installed NVIDIA DLSS.
Then I came back to the editor and hit build lighting.
The lighting built fine, and it even completed the full process. Now, however, since building the lighting on my project I have large black patches on the walls of my buildings and within my scene. If I re-drag the lights, it seems to fix the issue, but doing so prompts me to rebuild the lighting on any of the objects the light touches. Rebuilding the lighting to clear the prompt then results in the shadows and black patches inside and outside the buildings of my scene coming back.
I have 3D assets I’ve downloaded from CG Trader, The Unreal Engine Store, and A23D. Some of the assets have a UV Channel 0. Some of the assets have a UV Channel 0, 1. Some assets have a UV Channel 0, 1, 2, etc.
I’ve used Unreals UV Editor to fix a large portion of the assets, using the Auto UV or changing the UV Channel of the assets that do have more than Channel 0. I’ve even rebuilt the materials from scratch that came with the downloads from CG Trader, Unreal Engine Store, and A23D. But the only thing that seems to work is re-draging the point lights down and not rebuilding the lighting. Most of the errors involve overlapping UVs, but I don’t have access to the build data. It may be worth noting I imported the objects as FBX files. With the Default settings on in addition to “combine meshes,” but that is the only additional setting I changed in imports.
There also seems to be some issue with my glass and mirror materials as the glass is now reflecting the sky and the mirrors refuse to reflect anything.
The photos really don’t do justice to how horrendous it actually looks on my screen.
This has been extremely frustrating. I am also a complete newbie when it comes to lighting. I just want my level back to what it was two days ago