# Lighting build skipped because of ForceNoPrecomputedLighting set to true when it is actually false

**URL:** <https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875>\
**Category:** Rendering\
**Tags:** UE4-18, unreal-engine, lighting-problem, Lighting, question\
**Created:** [January 30, 2018, 4:38am UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875 "2018-01-30T04:38:50Z")\
**Posts on this page:** 16\
**Page:** 1

<div class="post-metadata">

**Author:** ![shaipo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@shaipo](https://forums.unrealengine.com/u/shaipo)\
**Post date:** [January 30, 2018, 4:38am UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875/1 "2018-01-30T04:38:50Z")

</div>

Hey guys, nobody seems to have this problem online, I’m trying to build the lighting in my scene, but whene ver I try I get this error:  
“WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build!”

The problem is (as you can see in the following picture, ForceNoPrecomputedLighting is set to false. What could be causing this issue?

 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/a/d/1ade326a7fa9120a8c4bbc6cbf17deeb2ab97e90.jpeg)

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_d33fe9f7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d33fe9f7](https://forums.unrealengine.com/u/anonymous_user_d33fe9f7)\
**Post date:** [January 30, 2018, 12:32pm UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875/2 "2018-01-30T12:32:04Z")

</div>

Hello Shaipo,

Using version 4.18, I created a new project, added a few Static Meshes to the level (so that the lighting needed to be built), I then searched “Precompute” in the World Settings and checked it. I attempted to build the lighting after checking the box for “Force No Precomputed Lighting” and received the warnings. However, once I uncheck the box for “Force No Precomputed Lighting,” the lighting builds fine.

If there is something that I am missing or you have any questions, please feel free to ask.

Regards,

---

<div class="post-metadata">

**Author:** ![shaipo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@shaipo](https://forums.unrealengine.com/u/shaipo)\
**Post date:** [January 30, 2018, 11:20pm UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875/3 "2018-01-30T23:20:48Z")

</div>

Alright, I looked around in my settings and compared them with new projects and it looks like I wasn’t allowing static lighting which skipped the light building.

In case anyone has the same problem in the future, reactivating **Allow Static Lighting** fixed the issue.

You can find that setting under:

**Project Settings \> Lighting \> Allow Static Lighting**

---

<div class="post-metadata">

**Author:** ![Albert\_Soubeyran](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Albert\_Soubeyran](https://forums.unrealengine.com/u/Albert_Soubeyran)\
**Post date:** [February 25, 2018, 9:16am UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875/4 "2018-02-25T09:16:15Z")

</div>

Merci beaucoup 🙂 l’erreur était bien celle ci !!  
Project Settings \> Lighting \> **Allow Static Lighting** YES 🙂

---

<div class="post-metadata">

**Author:** ![Talad](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Talad](https://forums.unrealengine.com/u/Talad)\
**Post date:** [February 10, 2021, 9:42am UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875/5 "2021-02-10T09:42:22Z")

</div>

I had the same problem in 4.25.2, and the solution for me was in the World Settings, you can in fact override bForceNoPrecomputedLighting for each map. You should go to Settings-\>World Settings-\>Lighting-\>Force No Precomputed Lighting

 ![329391-bforcenoprecomputedlighting.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/c/d/9cd765ed44062bccba11a42159677f44c7d67245.png)

See screenshot

---

<div class="post-metadata">

**Author:** ![Protium](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/protium/32/538283_2.png) [@Protium](https://forums.unrealengine.com/u/Protium)\
**Post date:** [July 9, 2022, 8:54pm UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875/6 "2022-07-09T20:54:29Z")

</div>

Hi, I have same problem but both solution not working. I’m using UE5. What can be?  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/c/b/ecbd7be5f2a17800a922a88dbefb524cbb6848f5.png)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/3/0/5304503c81864c919f50929903a8b6100ae6f448.png)

So I’m now stacked…

---

<div class="post-metadata">

**Author:** ![tmcraig08](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tmcraig08](https://forums.unrealengine.com/u/tmcraig08)\
**Post date:** [July 12, 2022, 10:35pm UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875/7 "2022-07-12T22:35:18Z")

</div>

Did you sort this? i’ve run into the same!

---

<div class="post-metadata">

**Author:** ![Protium](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/protium/32/538283_2.png) [@Protium](https://forums.unrealengine.com/u/Protium)\
**Post date:** [July 21, 2022, 3:24pm UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875/8 "2022-07-21T15:24:36Z")

</div>

I have same problem also when I create new project. This settings can’t be changed:  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/3/3/9330be8f1a1aced901c6c8c46bda43598e9cb7be.png)

---

<div class="post-metadata">

**Author:** ![Darkbrother543](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Darkbrother543](https://forums.unrealengine.com/u/Darkbrother543)\
**Post date:** [June 26, 2023, 9:55pm UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875/9 "2023-06-26T21:55:41Z")

</div>

im having the same problem. tried playing with some settings. still nothing

---

<div class="post-metadata">

**Author:** ![Altarior](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Altarior](https://forums.unrealengine.com/u/Altarior)\
**Post date:** [September 29, 2023, 9:43am UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875/10 "2023-09-29T09:43:37Z")

</div>

Same problem here, I’m on version 5.3

In Project Settings \> “Allow Static Lighting” is already checked, and in World Settings “Force No Precomputed Lighting” is also checked and greyed out so I can’t uncheck it. Still giving me the error when I try to build lighting.

---

<div class="post-metadata">

**Author:** ![AdamRK](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AdamRK](https://forums.unrealengine.com/u/AdamRK)\
**Post date:** [February 19, 2024, 2:27pm UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875/11 "2024-02-19T14:27:39Z")

</div>

Wah, I have the same problem

---

<div class="post-metadata">

**Author:** ![FireDragonG](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FireDragonG](https://forums.unrealengine.com/u/FireDragonG)\
**Post date:** [March 24, 2024, 8:21pm UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875/12 "2024-03-24T20:21:52Z")

</div>

I had the problem, when starting with the Open World Blank. Just created a new “normal” Blank level and was able to uncheck it. Maybe the world streaming is interfering with it.

---

<div class="post-metadata">

**Author:** ![mjj001](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mjj001](https://forums.unrealengine.com/u/mjj001)\
**Post date:** [May 15, 2024, 3:57am UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875/13 "2024-05-15T03:57:11Z")

</div>

my solution is go projectsetting-\>targethardware, i change my platform from mobile to pc and restart ue5.4, than you can change the forcenoprecuputelight after you disable this you can change back to your target to mobile and i fixed it

---

<div class="post-metadata">

**Author:** ![oizac](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@oizac](https://forums.unrealengine.com/u/oizac)\
**Post date:** [June 26, 2024, 9:59am UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875/14 "2024-06-26T09:59:11Z")

</div>

The level using World Partition does not support static lighting, so this option is read only and is Ture. To disable this option, you need to use the Non World Partition Level.

---

<div class="post-metadata">

**Author:** ![SheDoesArtStuff](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/shedoesartstuff/32/1198529_2.png) [@SheDoesArtStuff](https://forums.unrealengine.com/u/SheDoesArtStuff)\
**Post date:** [January 23, 2025, 8:26pm UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875/15 "2025-01-23T20:26:18Z")

</div>

Here’s a document that has the needed changes listed all in one place: [https://dev.epicgames.com/community/learning/tutorials/nzMO/unreal-engine-enabling-baked-lighting-in-ue5](https://dev.epicgames.com/community/learning/tutorials/nzMO/unreal-engine-enabling-baked-lighting-in-ue5)

Sharing here, since this post seems to pop up in search results, is recommended on other threads, and has relatively recent active discussion. I hope it helps!

---

<div class="post-metadata">

**Author:** ![2726559668](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@2726559668](https://forums.unrealengine.com/u/2726559668)\
**Post date:** [April 4, 2025, 7:21am UTC](https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875/16 "2025-04-04T07:21:02Z")

</div>

> [@SheDoesArtStuff](#):
>
> [Enabling Baked Lighting in UE5 | Knowledge base](https://dev.epicgames.com/community/learning/tutorials/nzMO/unreal-engine-enabling-baked-lighting-in-ue5)

This works, thank you. It is quite annoying that static directional light in default TPS template does not cast static shadow correctly, which turns out to be caused by precomputing light disabled. Thankfully, UE5.5 makes precomputed lighting compatible with partiion level.
