Just changed a project from 4.10 to 4.11 and now getting jaggy Lightmaps.
The Game consists of Houses, placed in a circle. The Startlevel looks ok, but when we switch to another level ingame, which means just a rotation of the whole scene to bring another house into “hero-position”, all lightmaps are loaded in a too low resolution. If we move towards the building the lightmaps switch to the higher res and looks correct from then on.
Ok, a solution is to not use Mipmaps at all. If we turn the “Mip Gen Settings” to “NoMipmaps” for each Lightmap it works. But this is a pain in the butt, cause we have to do it by hand and there are over 100 lightmaps in each of the 6 levels
Hi, we had same problem.
For us helped turning on precomputed visibility in World Settings, but we were using also a precomputed visibility volume . Maybe you to?