So we are developing UE4 4.26 project on a Windows machine (preparing for the swarm also) but are executing it on Linux.
Even if scene is baked and saved on Windows, after transfering to Linux machine it asks again for the lightning to be rebuilt. It takes much longer to build lightning there so we are wondering if there is any good solution for this workflow that does not invalidate our Lightmass data?
My guess is that happens because for some reason Linux is treating 4.26 scene differently as it asks about “conversion in place or make a copy etc” during the opening even both UE4 (4.26.2) versions are the same on both Windows and Linux machines.
Just as a final note: “Projectname.uproject” file has Engine association line (second line) looking like this:
“EngineAssociation”: “4.26”,
while on Linux it has bunch of different random numbers there and that is what I suppose is causing Linux asking for conversion and invalidating our calculated Lightmass data.
So in short - how can we reuse Windows lightmass data on Linux machine if both UE4 versions are identical?