Send me a repro if possible
TestGame.zip (513.9 KB)
As I’ve said you don’t have any reflection captures placed in your scene and that’s why it’s all black.
Ahhh, sorry for wasting your time. Thank you
Looks like your models don’t have proper lightmap UVs at all. It could be that automatic lightmap UV generation isn’t enabled when you import your models. You need to refer to documents/tutorials about how to make lightmap UVs.
Could you please guide me through the installation process? Also, once it’s installed, where can I verify in Unreal Engine that the Loushungs GPU Mass has been successfully installed?
What this patch provides is an improvement to the official GPU Lightmass: GPU Lightmass Global Illumination in Unreal Engine | Unreal Engine 5.8 Documentation | Epic Developer Community . Refer to the doc about how to use the basic functions.
I’m using Unreal Engine Source 5.7.4 with your latest hotfix patch applied.
Baked lighting looks completely normal inside the editor preview window.
However, when running on Android with the OpenGL‑ES RHI, adjacent ground planes exhibit inconsistent brightness / sharp brightness discontinuities between them.
Send me a repro/your scene if you want me to investigate
LightmassAndroid5_7.zip (12.9 MB)
I created a blank project and set up a simple scene. I uploaded a demo project zip that has already been bulit lightmass. Thanks a lot!
I’ve identified the issue and pushed a fix which you can cherry-pick into your engine: https://github.com/AlanIWBFT/UnrealEngine/commit/27ea62082f8b49d2657f773eef6e6782f28c5a67
You provided the engine source/plugin for version 5.8.2, and I can only manually modify two files to compile version 5.7.4. After baking the lighting and previewing on the Android platform, the previous issue has been fixed,but some models in the scene show blocky shadows.
can only manually modify two files
^ that is what I mean by saying ‘cherry-pick’
Is this new issue reproducible in the last scene you sent me? Or you can send me a new one
Yes, I did pick it and then recompile it. I hope to get the GPULightmass 5.7.4 plugin code with the latest complete fixes and optimizations. The demo I sent you before can also reproduce this issue—you just need to lower the light brightness and then move the camera closer to the model surface.
If that’s indeed it, it would be very hard to fix - it is an inherent limitation of lightmap texture block compression - you can confirm that by disabling lightmap compression to see if it goes away. A workaround could be adding an option that selectively disables lightmap compression on objects where the artifacts are the most evident. You can ask your AI agent to do that for you.
Turning off lightmap compression can indeed fix this problem.Thanks!
Hi! I have installed the latest version of this plugin for Unreal Engine 5.7.4. The issue that I am having is that when I am baking the lights, Static lights are a lot dimmer than the Stationary lights. Therefore, movable objects such as doors look a lot brighter and make the whole scene look off. If I set the lights to Stationary, everything works as intended, but because you cannot have more than 4 Stationary lights, that doesn’t help. Is there a way to make the Static lights bake just as bright as the Stationary ones? I have tried changing the GI samples, Irradiance Cache, etc.; nothing seems to help. I have checked and adjusted the Lightmap Resolution to make sure everything is in green, and I have the Lightmass Importance Volume in the level.
I have tried to change the Lightmap Type to Force Surface on some movable objects, and the Static lights bake onto them, but of course they look weird with baked lighting because I have to move them. Is there a fix for this?
Send me a repro/your scene for me to investigate
GPULightmassIssueScreenshots.zip (4.1 MB)
There are some screenshots that show the scene, the result, the desired result, and some settings. I have tried baking in another level with no skylight/direction light/atmosphere, etc., just to see, and when I bake the lights, the static ones go a lot dimmer than their stationary/movable counterparts. Thank you so much for your help!







