Epic's GPUlightmass

However, I can actually see 4 spots with black artifacts on your screenshot, which could be related to the same bug.

well, its like that in the editor on windows.


and its gone after rebuilding lighting

my branch has different (improved) lightmap UV generation algorithm, so its common to see broken lighting if you open a map that has never been built with it. also when i said i could not repro the issue with 5.8.3, it meant 5.8.3 with my patch

@Luoshuang
Am I correct the proper way to install an update to your plugin is:

  1. have the launcher verify the engine installation
  2. run your exe

I tried running your exe on an installation that already was patched (for instance going from 5.8.2 to 5.8.3) but that failed.

I assume you’ve uninstalled the previous patch. that shouldn’t be a blocker though. what’s the exact error you’re encountering

will post it next time. Already did the verify & install of 5.8.3 plugin

I packaged the project on a different computer and couldn’t reproduce the issue again.
After clearing %LOCALAPPDATA%\UnrealEngine\Zen and %LOCALAPPDATA%\UnrealEngine\Common\DerivedDataCache, the issue is now gone on my main machine too.

The conclusion is that the meshes were previously cooked without the patch, and the cooked cache was saved using the old lightmap UV algorithm. Changes to the UV version should somehow affect the final mesh hash to force a rebuild.

Is it necessary to be on DX12 to use this feature? I noticed errors in project when I enabled the plugin (merged the commits into a custom 5.7 branch from your repo).

I wanna stay on DX11 forward for stability reasons as of now as most stuff just works.

Yes. you can however switch back to DX11 after lightmaps are baked. GPULM itself needs DX12/Vulkan to run.

Changes to the UV version should somehow affect the final mesh hash to force a rebuild.

It does. As long as you are baking and packaging always on my fork, it shouldn’t happen.

Thanks

One more question, we currently rely on this change to the source to control if the lightmass contributes to VLM or not in CPU lightmass. I extended this feature for surface lightmaps too.

Where in your GPU lightmass can I find the equivalent to feed my bools and opt out data for both?

https://github.com/EpicGames/UnrealEngine/pull/8894

There isn’t a single place where you can find the equivalents. You can start by looking at Engine\Plugins\Experimental\GPULightmass\Source\GPULightmass\Private\Scene\Scene.cpp. A competent AI agent like GPT-6 should do the work reasonably good.

I figured it out thanks. It is in VolumetricLightmap.cpp and the PathTracingLightParameters in case someone wants to try this.

Exclusion happens in SetupPathTracingLightParameters() in my implementation


If the engine has been updated by the launcher before patch uninstall then the uninstall error is expected. the uninstall should proceed (backup removed) but no engine file is touched. you then verify the engine and install the new patch.

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When I set the color in Subsurface Color for the Two side foliage material, baking results in excessive color bleeding onto surrounding objects—making the plants look almost self-illuminated, and anthoer causes very noticeableblack seams where objects meet. These issues do not occur with the same scene parameters when using LuoshuangGPU in version 4.27.

Send me your scene or a minimal repro scene for me to investigate