In Unreal 5.5, CPU built lightmass data doesn’t seem to get loaded on level streaming (no static gets their builtData.)
Also, reflection captures don’t render/load properly at all in builds.
This is ONLY true for shipping builds. Everything in the editor work as they should.
Tried: if Virtual Lightmaps are enabled, the reflection probes (in build) seem to work better, but streamed levels’ lightmap built data doesn’t render/load at all.
if Virtual Lightmaps are disabled, reflection probes are completely broken, but some lightmaps seem to be okay (streamed sublevels)
How would you start investigating? Could it be some packaging settings? Did anything change since UE5.2 in regards with Lightmass behavior? Are there any settings in engine.ini that would need to be changed? Or UE5.5 lightmass is broken again?
This is an already published, perfectly working game, from under UE 5.2. (After lots of tweaking, it works perfectly now on UE 5.5 too, except we can’t publish the build, due to this problem)
Any help is appreciated