I am still new to Unreal, and I am trying to understand better about how Unreal manages its lightmap usage memory.
The question is when I take a look at the lightmap generated in the world setting, their texture sizes are pretty large and their resource size memory is understandable. But when I open statistics window and take a look at static mesh lighting info, it looks like it has considerably lower memory usage in both total and its individual size.
I can understand that the maps that I see in the world settings are the atlas packed maps, so they are larger by design. But the total memory used for those textures vs what is indicated in the statistics are way different.
Even after consider the landscape taking its fair share of space, it still leaves huge gap.
Can anyone explain this for me please?