I am using UE5.7 so I am forced to use GPU lightmass instead of CPU as the CPU version ignores Lightmass Importance Volumes.
With this being the case I am unable to use GPU lightmass with HLODs. It will only bake light for what is on screen and I cant have both HLODs and the original mesh at the same time.
I have tried to do a bake with all the regions in world partition unloaded (the HLODs visible) and it works, but then it removes all the lighting data from the original meshes.
So I tried the reverse the process build lighting with all the regions in world partition loaded (the original meshes visible) it works, but then it removes all the lighting data from the HLODs.
I also tried doing a CPU bake for the LODs then GPU bake for original meshes and vice versa. No luck. I cannot seem to get a GPU Lightmass bake to work with HLODs.
Anyone else manage this?