Epic's GPUlightmass

We’ll add another bug to the list.

Any of my meshes that don’t have collision models I use a zero quality fallback mesh, since UE seems to want to keep fallback meshes fully in memory even if they aren’t really being used for anything.

I also use the cvar r.RayTracing.Nanite.Mode=1 which should theoretically load all the nanite meshes as full quality for raytracing and GPULM, but it doesn’t quite seem to work perfectly. I always get some meshes that don’t bake properly.

Usually what I do to resolve this is temporarily change the fallback quality to max on all meshes, then bake, then turn it back down. If I don’t save any levels when I do that, it doesn’t break lighting.

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