Having problems with Light Building

Hey guys,

Regarding a different project I have already approached this problem, however, in spite of having corrected the mistake in the latter, in this case nothing seems to work.

This is before the build,

and this is after the build,
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Then if I move my view outside and the inside again, this is what happens
0a9a9dfb38f1a1c1f1894a605a25558647eee84d.jpeg

As you can notice the spotlights disappear and appear again. Also some issues remain, like some blotching in some objects
623ff29dc584c31d9626e880e4427b92aed09d36.jpeg

I can’t figure out the problem. In my other project I needed to adjust the texture streaming pool, but in this one it doesn’t seem to work that well.

Also, I’m using landscape and there are some complainings but I think it doesn’t affect the build.

Everything is static as well as the lights.

I think your hitting the texture streaming pool limit, try setting it to r.Streaming.PoolSize 2000 (1000 per gig of vram on your GPU).
It’s in Engine\Config\Windows\WindowsEngine.ini

There might be other issues going on, but I would try that first.

For those errors,

“LODs will not support unique lightmaps for them. They will use the lightmap from the base mesh, which depending on the changes for the lower LOD can cause lighting artifacts.”

It shouldn’t be causing any issues inside.

Ok, thank you!

I changed the pool size to 2000 and even 3000 and the problems persisted. Do you have any other idea of what could be causing this?

I wonder why the poolsize is set to 1000 by default. I’m alllllllllllllllllways in need of raising it!

The min Vram for most video cards these days is 1gig. Not every one has an 8gig gpu (I wish)

Developping with 1gb of vram must be a nightmare hehe!

Yeah, but I’ve changed it and the problems persist.

I added a event on play running r.streaming.poolsize