Build > “Build Reflection Captures” doesn’t work for you?
The only thing I noticed is that I think Nanite doesn’t work perfectly with reflection captures, nor does the virtual texturing. Some of your meshes may not load fully or have blurry textures in your reflection captures.
You can also see some artifacts in your screenshot, though they are not very noticeable in PC mode. Try switching to the mobile platform via Settings->Preview Platform->iOS or Android. Once you switch to the mobile platform, which uses LQ lightmaps, the artifacts become very obvious.
While testing the Github version of UE 5.5.0 (build today 24-07-23), I notice a big difference in GI when using GPUlightmass. See video. The GPUlightmass streaming level should look very similar to the Lumen streaming level. In UE 5.4.3 they look the same. Any known changes that could cause this visual difference?
Edit: added a picture - looks like no secondary bounce light ? The ceiling / backside of objects seem to not get any bounce lights.
Another test:
Created a brand new first person template map in 5.4.3 and 5.5.0 (github build from 24-07-23)
Changed lights to static, copied the floor to create a floating ceiling, enabled GPUlightmass + raytracing. Changed post process volume to none for GI and screen space for reflections.
Added a static point light next to the cubes in the back.
In 5.4.3 you clearly see bounce light effect + color bleeding.
In 5.5.0 both are missing.
Hoping this gets picked up by the team. @Luoshuang or anyone else can have a look at this?
I wanted to report that GPU Lightmass in UE 5.4.3 does not render the Landscape correctly. Landscape will receive lighting properly, but it won’t affect the other actors (no bounce lighting, no occlusion).
@TiagoCostaUE I see someone with your name has added an update to the GPUlightmass github source. Is that you? If so; I just tested the latest build (24-08-08) and GPUlightmass is broken in 5.5 - no GI whatsoever. Is the team aware of this? See Epic's GPUlightmass - #632 by maxbrown
hi @maxbrown
Look at this in ue5main 5.5 and you will see the commit
Mark LightmapType in PrimitiveComponent as deprecated for 5.5, it's …
…now behind accessors so that we can control this behavior across all actors depending on settings (actual code doing this to come in a subsequent CL)
Hi, the gpu lightmass is way off in UE5.4.4 (Epic Games Launcher) it bakes too dark when i switch the mobility to static instead of stationary and it constantly gives an error that lighting needs to be rebuilt while lighting was built. Thank you.
Hello everyone!
Until today I had the same problem with indirect lighting. Incorrect hard shadows were appearing on objects.
I have found that it is directly related to the distance object to the world’s coordinate origin. If you bake the scene at the origin 0,0,0 everything is correct, but if you move it approximately 50 meters, the lighting breaks.
This problem happens to me with version 5.3.2 as well as with 5.4.3 of the meta repository.
Just in case someone of the Epic team is reading this; the latest Github 5.5 of today still immediately crashes projects (converted from 5.4.0 tot 5.5) when activating GPUlightmass. I guess (hoping) 5.5.p0 will come soon so just in case the team isn’t aware of this. See crashlog in the summary.
Edit 241002 - using UE 5.5.0p1 After some testing, the problem seems to be caused by an object with multiple materials where one material slot was still set to ‘none’. After assigning a material to that slot, GPUlightmass works as expected and no crashes anymore.