Since lightmass builds are essentially derived data from the map, I would like to exclude the _BuiltData.uasset files from source control to save space and upload time while iterating on big maps.
But any time I build lighting it updates the map and not just the _BuiltData, even if I tell it to build lighting only.
If I then save only the built data and not the map, the build won’t apply the next time I restart. If I do save the map as well, then when the guy I’m working with updates the map it will invalidate his lighting build, and he will build, save, and invalidate my lighting build ad infinitum.
Is there a way to get what we want, built data excluded from source control? For some maps the built data can be nearly a gig and there is no reason to want to check it in every time when iterating on the map.
I know for gameplay only stuff I can make a sublevel and avoid the massive checkin sizes for audio, collision layout, etc., but is there a way for scenery changes? I had thought this was the main point of _BuiltData aside from the runtime loading of different lighting scenarios stuff.