Epic's GPUlightmass

Does UE5.4 have a raytracing light cap that also applies to GPULM? And is that cap changed or lifted in 5.5? Having some lights not bake in my test scene in 5.4, but they do in 5.5.

However, I have broken UVs on some objects in 5.5 and I can’t seem to resolve those. Still doing some testing.