# Epic's GPUlightmass

**URL:** <https://forums.unrealengine.com/t/epics-gpulightmass/139357>\
**Category:** Rendering\
**Tags:** unreal-engine\
**Created:** [March 5, 2020, 12:52pm UTC](https://forums.unrealengine.com/t/epics-gpulightmass/139357 "2020-03-05T12:52:56Z")\
**Posts on this page:** 1\
**Showing post:** 543

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**Author:** ![motorsep](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/motorsep/32/918698_2.png) [@motorsep](https://forums.unrealengine.com/u/motorsep)\
**Post date:** [November 30, 2023, 3:14pm UTC](https://forums.unrealengine.com/t/epics-gpulightmass/139357/543 "2023-11-30T15:14:39Z")

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> [@Jimbohalo10](#):
>
> I cannot see anywhere in Epic GPUL the cache being cleared except when you first go into the plugin. This imples you have to close the Epic GPUL plugin and restart the Plugin. Therefore you cannot do multiple builds as the Shader Cache is not cleared.

So, what you are saying is that I need to disable and re-enable GPULM plugin every time I need to re-bake lighting in my level?! 🤯

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