After baking lighting the lightmap density view shows all the lightmapped objects as solid blue with no checker board, if you move or reset the lighting in any way on the object that object’s density appears correctly.
I didnt notice it when i was in 5 but then again I was using lumen and not the lightmapper lol. Ill go through project settings and try some different things, if i end up figuring it out
Ill let you know.
So I had enabled virtual textures and lightmaps for using the GPU lghtmapper. I no longer use the GPU lightmapper (it was slower than the CPU lightmapper for some reason) and had turned off the virtual texture checkbox, but that left the check box on for virtual lightmap textures even though it was greyed out. So I reenabled virtual textures, and unchecked virtual texture lightmaps and after a restart and shader recompile the lightmap density view works as expected. So my issue is resolved but for anyone running into this it seems to be a bug working with virtual textures.
Guys you have to disable this before you disable virtual textures. Find it in your ini and set to false and it will resolve your issues. This shouldn’t still be respected if the parent bool is disabled but in some places the usf shader code for PIE optimization view modes doesn’t respect the parent hierarchy. (and yes this is a pain to just know and yes it is a bug in my opinion).