@yujiang.wang Thank you for your work!
I have an edge case that you may not have tried; I have some levels where I use “force volumetric lightmaps only” which crashes your version of GPULM. The error said something about addressing an array of 0.
Another thing that is an issue with 5.x workflows is the use of packed level actors. The lightmaps are shared between all instances in a PLA. I don’t know if there’s any way to address this or if we just shouldn’t use PLAs.
Finally, I noticed the option to supersample reflection captures. Love that! Is there any way to update my reflection captures without (re)baking the scene?