As the warning message suggest any instance meshes, like the procedural foliage volume or those painted with the foliage tool support static lighting that is built, but only for the base mesh. Any lower 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.
This is simply a warning and can explain some artifacts if you’re using static lighting and instance meshes.
Not sure off hand what perf implications may be, but one thing that I could think of offhand would be that depending on the size of the lightmap used for each LOD can add memory usage. Right now, since it’s only using the LOD0 lightmap it’s quality is set lower depending on distance since a higher resolution is really not needed for further LODs.
I’m not sure what the actual benefit would be for per-LOD lightmaps, other than an actor that has a completely different LOD than the base mesh. Typically when just decimating a mesh there isn’t the real need for the unique lightmaps per-LOD.
Is the correct solution to create LOD instances that still look good when statically lit using the base LOD lightmap? If so, do you know where I can learn how to do that?
Apparently (and as this thread is being posted as “a solution” by very smart people answering to similar threads) the problem still persists after three years, and noone has been able to say what can be done to get rid of the warnings. All that there is, is explanations about what’s causing it, but no explanations as to what we’re supposed to do about it.
And yes, even though they’re “just warnings”, they constitute an issue, as, in fact, some of our work for the Marketplace has been rejected because of those “warnings”.
So, please - do tell us how to solve the problem and make those warnings go away, or communicate to Marketplace staff that it is safe to ignore them for the time being - it’s very hard to meet all the requirements as it is, so we’re really under some stress because of this message in the lighting dialogue.
Just adding to Tim’s reply, for those who still find it unclear - you can get rid of the notification by ensuring the meshes used as foilage are set to a single LOD. Of course, not using LODs will have performance implications, so make sure you’re aware of this and test the wider implications.
You can do this by double-clicking the mesh asset and changing the number of LODs, or changing the LOD Group to Foilage for default settings.
I hope this helps. (And I hope the image shows up here, as this is my first post in answers!)
For me, I didn’t get a warning, my lighting just wouldn’t build. All I had to do was replace the landscape material i was using (i believe it didn’t support static lighting).
Afterwords I had to override the light map density on a handful of foliage objects that were extremely high.
I don’t think there is any specific solution to this. I think it is a very general error with many possible causes.
I just want to note that i left the LOD’s on the foliage. To get rid of the Warning All I did was go under LOD Settings in each Mesh I had in my AutoMaterial or PaintableMaterial. 1 Go to Landscape Grass Type, 2 Double click open the Mesh you added. You will sees LOD Settings expand You will see LOD Group. 3. Change it to Foliage with each Mesh in your Landscape Grass Type you added. Thats it!
Setting to use only one LOD is not a solution really, I got this wierd error too but its on some house meshes, but the rest of the buildings in the map doesn not have it… on engine 4.27 is there any solution yet to this problem other than using only LOD 0?