Gpu lightmass all new lights and some existing ones do not contribute to the baked lighting

To anyone still paying attention to this. I found a solution.

r.PathTracing.LightGridMaxCount 9999 in console fixes this issue. All lights work after this. No limitations.

Correction… this seems to work mostly for this level, but another level still has the same issues… Gpu lightmass looks great but terrain way darker then static meshes - #6 by MostHost_LA

Still need help with this…