Lightmaps badly broken after lighting build

Continued…

Some things you can do to curb this:

  • Increase your texture streaming pool by adding adjusting the value in the ini file. You can find more information here: Texture Streaming in Unreal Engine | Unreal Engine 5.1 Documentation
  • Have a loading screen or give more time for things to load in and see if that resolves the issue.
  • You can try adjusting the LightmapStreamingFactor console command. Default uses 0.000, where lower values make streaming more aggressive. Try a higher value to see if that helps curb the streaming.
  • Lastly, manually setting the lightmaps to never stream (No Mips) by opening the textures manually after a light build in the World Settings. However, this method would require this to happen every time after a light build since the previous data is wiped and you could have tons of textures here to do this for! If that’s the route you’re willing to take it would be better to programmatically adjust this through source code so that you don’t have to worry about it. As a reminder, having no mips/never streaming for any textures can be costly for texture memory.