I’m having an issue where it takes a moment for the lighting of a scene to apply when I first load it.
When I first load a level, the lighting looks like this.
I do not believe this is an auto exposure issue, as I have disabled that and the issue occurs with or without it. I’m not sure what the issue is here, as I don’t have too much experience working with lighting.
Hmmm. It might be that you have a lot of memory dedicated to the lightmaps. IE, they are too large.
A quick way to tell is to look at the size of the build data file for the level:
It really depends on a lot ( level size, type of hard drive etc ), but anything > 250 MB for a normal HDD and > 1.5GB for a SSD. Those are totally finger in the air figures…
The largest build data file I have is about 75 MB. To test this out, I made a new small map that just has 6 box brushes and a spot light. My lights use indirect lighting in my actual maps, but for this test I turned that off to see if it had any effect. I get the same issue in this small map, with a build data size of 153 KB.
Initial
Yes I have. Are there any build settings I am overlooking that would cause this? I have seen this issue regardless of the lighting quality I select, so at the very least I don’t think it’s that.
The only thing I think I’ve touched is turning off auto exposure, which is something I changed as I was trying to figure this out.
Thanks for trying to help, hopefully I can figure this out eventually.
So if I create a brand new project, and add a spotlight to the minimal default map that UE4 gives you, I do not have this issue. There is a very brief point right on load where it is barely noticeable, which I would assume is normal loading. If I create a new map however, I have the same issue.
On the default level, it’s extremely fast and barely noticeable. On other levels, it’s around 5 seconds. I haven’t really worked with lighting all that much until this project, and I have some other levels I had worked on where this doesn’t seem to be an issue, so I’m really confused if I messed something up somewhere.
For anyone else who sees this or ever has a similar issue, I think I found the problem. It’s that I was using BSP brushes. I did a quick test where I converted them to static meshes, and the issue is largely gone. I don’t know if there is another solution to this, but I wanted to replace the BSP brushes with static meshes at some point anyway, so I think this will work for me. Thanks to ClockworkOcean for their patience.