I’m using GPU Lightmass for baked lighting and it works great in editor but when I cook and package my project some static and stationery lights disappear. Does anyone know what might cause this?
Hi @mr_seal1 I have some solutions in mind for your problem.
1- Make sure you’ve built lighting before packaging
GPU Lightmass still requires you to Build Lighting before packaging fully. If lightmaps haven’t been appropriately saved, the packaged build may not include them.
Try rebuilding lighting using GPU Lightmass and then saving all levels and assets.
2- Check if the level is included in packaging
Sometimes the level you baked lighting in isn’t part of the packaged content. Make sure your level is listed there.
3- Avoid Editor-Only Lights
Double-check that your lights are not flagged as EditorOnly or controlled by logic that disables them during packaged builds.
4- Lightmap UVs and proper UV channel setup
If static meshes don’t have valid UVs for lightmaps, baking won’t store correct lighting data. You can verify this in the Static Mesh Editor
Doc:
https://docs.unrealengine.com/5.0/en-US/lighting-the-environment-in-unreal-engine/#lightmapuvs
5- Known GPU Lightmass limitations
GPU Lightmass is still experimental, and some users report issues with lightmaps not packaging correctly. As a workaround, you can try:
-Switching temporarily to CPU Lightmass for final baking
-Or regenerating lightmaps with simplified geometry
Doc:
If you’re still facing challenges or have new questions, feel free to share
I did everything you said, I baked lighting using CPU and it is the same I its impossible that no-one had this issue before. Everything should work. Please tell me that there could be some setting I messed up.
Hello @mr_seal1, I’m sorry to hear you’re still facing this issue. I couldn’t find any specific references to this error, but I encountered a similar problem in these cases:
Light Configuration:
- Set lights to Stationary or Static (not Movable).
- Ensure “Affect Static Lighting” is enabled for each light source.
Nanite Compatibility:
- Objects using Nanite may not bake lighting correctly. Try disabling Nanite to see if the issue continues.
You can also use the “Light complexity” and “Lighting Only” visualization modes to diagnose lighting issues.
For now, this is all I can think of. However, I’ll keep looking into this issue to help you find a solution. As soon as I have any updates or new findings, I’ll make sure to comment on this thread.