I’m trying to understand why my build times have recently skyrocketed for my scene
In terms of lightmap resolutions. The highest single lightmap resolution I have is for 3 objects that are 1024, the rest are 512 or lower.
Now when I go to the statistics window and sort by lightmap/shadow resolution. I see that my top object has a lightmap resolution of 5,504, but it is made up of 86 seperate objects. (To clarify, these are individual static meshes referencing a single mesh, not static mesh instances.) Does Unreal create one giant 5,504px lightmap for these? Or does it generate 86 different 64 pixel lightmap textures? Could this be the cause for my long build times? I am using rafael’s .ini settings and rather high quality settings so it’s entirely possible it’s just my fault :P, but I just wanted to double check.