Epic's GPUlightmass

A bug i found is that when Use Area Shadows for Stationary Light (In the directional light settings) is True while using a stationary directional light, separated meshes that use the same material get lines between them after moving some distance away from them:

Also increasing the r.screenpercentage makes the lines appear farther away

This does not happen when using CPU Lightmass, And it does not happen when Use Area Shadows for Stationary Light is off

I am using version 5.7.4

Thanks for the spotlight fix.

1 Like

Looks like related to mip map selection. Could you send me a minimal repro project?

Here, Created Using version 5.7.4

Release 5.8.0 2026.07.23

A newer version is available below
Back to release list

  • Fix issue with stationary local light shadow invalid texel detection

@ph1rmacist I don’t have the disk space to host multiple engine variations so unfortunately I can’t provide you a drop-in installer for 5.7.4. So you need to either:

3 Likes

Thank you so much for your work.

Are there any plans to implement harmonic smoothing for VLM? Unfortunately without it lighting on movable characters is atrocious, way too directional and artificial.

I’ve actually looked into several approaches but each has its own trade-offs. If you’re interested, I can send you some versions to test.

Please do. I will check them out. Because right now lack of smoothing VLMs out is kinda a showstopper.

@kotlet I have a question for you. Are you using static lights and the most of artifacts come from them?

Messed up editing.

When I run the installer on my UE_58 directory I just get this error

I need a test scene from you as right now my most promising solution is for static lights only.

Verify your engine in the launcher and try again

Same error. My InstalledBuild.txt does in fact say UE_5.8 despite the error claiming it doesn’t

There should be a setup log in your %TEMP% folder like “Setup Log 2026-07-27 #001.txt”. You can send me the file and I’ll investigate.

Yeah I was just digging out the temp files and attempting to just run the hdiffz patch manually but it’s still erroring out claiming the base UE_5.8 install folder it’s targeting isn’t matching the directory the Patch.hdf is expecting, even though it’s a fresh, verified UE5.8 install directory

https://pastebin.com/pqTtUVmW

HDiffZ.exe (1.4 MB)
Base.xxh128 (69.6 KB)

Then, run

hdiffz "-M-check#Base.xxh128" "<your-engine-installation>"

For your installation:

hdiffz "-M-check#Base.xxh128" "E:\Programs\Epic Games\UE_5.8\"

It will then tell you where it encounters the error.
Also, from the log,

2026-07-27 03:13:57.289   LauncherInstalled.dat has no entry for UE_5.8: C:\ProgramData\Epic\UnrealEngineLauncher\LauncherInstalled.dat

Your engine isn’t actually properly registered in the launcher.

I will gut and prepare this scene. This is my scrapped character anyway so i can send this to you for testing, ill just try to rip textures out so its light. But before that lemme show you what I mean. This is with 50 lux sun. For some reason epics harmonic smoothing kicks in only at stronger lights. With 10 lux sun you would not see much difference. Sure the downside is that character is brighter a bit, but difference in shading quality is huge. Probably value of 3 would be more in the middle.

0.02 VLM smoothing:

Smoothing set to 5:

Pathtracer:

The command just returns

inputPath not exist ERROR!

Even though the input path absolutely exists. I went and checked LauncherInstalled.dat and 5.8 is indeed not being added to it even when I reinstall (also the fact this is a json file is why I assume you have this jq.exe packed into the installer)