Epic's GPUlightmass

Edit 220325: issue is solved - was caused by a material. See Epic's GPUlightmass - #281 by maxbrown

Testing UE 5.0.0.p1 - GPU lightmass seems broken. Building lights seems to work as intended but after de-noising the lighting result looks bad. Wondering if I’m missing a setting;

  • brand new UE5 game project (or use Koola’s Lightroom for comparison to UE4.27.2)
  • enable GPU lightmass plugin
  • in project settings enable/set RHI 12, raytracing, disable GI, set reflections to screen space, enable virtual textures
  • in world settings make sure Force No Precomputed lighting is unchecked.
  • add Lightmass Importance Volume
  • set all lights to static
  • in console; r.RayTracing.ForceAllRayTracingEffects 0
  • Build lighting using GPU lightmass

After light building & denoising the result looks bad - see pic from launcher
gpulightmass