Epic's GPUlightmass

Got it, thanks. Probably is going to be hard isolating, I’ll try fixing myself firstly, if I fail, then I will try to figure out small repro project

don’t try to fix yourself as this should not happen in the first place - i.e. it should not be considered a user mistake

The problem is, my project is so huge, it might be faster this way rather then isolating :slight_smile: From what I currently see, Static Bode Water Mesh component causes it, as it is stil experemental, probably has not much to do with gpulightmass itself, but I will continue investigating

Well, I am not sure. I just planted check:

if (!Instance.RenderData->RayTracingProxy ||
LODIndex >= Instance.RenderData->RayTracingProxy->LODs.Num())
{

….

continue;

}

in few places, and it worked. Somehow Water Component fails to build that stupid proxy, I could not find any way to force it do so

(post deleted by author)

Is anyone else experiencing issues with GPULightmass and emissive materials?
Previously, emissive meshes contributed to the baked lighting automatically, but now the emissive lighting seems to be ignored.

Any idea if something changed recently?

Thanks!

I found the cause — I needed to enable the “Use Emissive for Static Lighting” checkbox.
It seems this wasn’t required in previous versions?