Luoshuang’s GPULightmass Unreal Engine 5.4.3 and 5.4.4 patch

Wow so much info to try and take in. Definitely not a fan of unreals forum for large discussions.

I had previously found a link to the vast majority of builds stopping early with ue5.
Has anyone continued with such a list for the newer builds?

I saw mention of some any patch tool that I can’t seem to locate. Does this tool help with integration at all?

I’ve only used this on a few versions of ue4 at this point. I installed 5.4.4 last night and plan to get that rolling

I know this is vram dependant. So 2 questions on that. Does having a resizable bar card help? And is anyone using something like a Tesla p40s?

@Jimbohalo10 set emissive as static light doesn’t seem to work in ue 5.4.4

Rectangular lights Rect lights are replaced by Emissive Lights in baking

How To Make Emissive Materials In Unreal Engine

I’m not using rect lights.
In previous versions of unreal using GPU lightmass i was setting my meshes to use emissive as static lighting and then setting emissive boost.
In 4.27.2 using GPU lightmass it made the emissive light bake look amazing.

who dont know why bake take so long in ue5.* different than ue4
you can change in baselightmass.ini :

  • bUseRadiositySolverForSkylightMultibounce=False
  • bCacheFinalGatherHitPointsForRadiosity=True
  • bUseRadiositySolverForLightMultibounce=False
  • bUsePhotonMapping=False

and bake GPU going fast like 4.27

See Luoshuang’s GPULightmass Settings

Never used UE 4.27, used 4.26 for reference, NO INTEREST in 4.*, to many bad experiences. All your questions on this were answered in the UE4 thread

There is much more in the original post just you have >2000 to look through!

The post about adjusting settings is
Luoshuang’s GPULightmass - Setting for baking

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Could still be doing something wrong. But my issue with setting emissives to static lights not working was because lumen was enabled. Disabling lumen let my emissive lighting build correctly.

Hi @frankr2994 ,
Yes Lumen and Nanite are “tolerated” in LGPU , normally we keep them off. Nanite Tesselation will stop baking with an Assert crash. They were never there in UE4.

More recently in Fortnite some one tried to bake assets static meshes in Fortnite/UEFN and crashed UEFN.

Epic have a Fornite Asset Validator and a Fix Validation errors and now baked items from UE5 standard are blocked. Fornite/UEFN are trying to support Nanite/Lumen and just its such a laugh :person_raising_hand: :laughing: :rofl: . Wny its mainly for Consoles!

Hello Dear Jimbohalo10,

any news on LGPU 5.5 Binary?

hi @ldo and All,

I tried to patch two lines in 5.5.1 for the GTX1060/1080 to support 5.5.1 this needed 120 added lines across 27 files and even then a very hard-to-find line.

**Further to that, only NEWLY CREATED projects will work with 5.5. **
5.4 Projects CRASH. THEY WONT CONVERT the pathfinding/CPU baking code, but if the DEVELOPERS re-import YOur assets >1024, etc., then pathfinding and CPU baking work.

5.6 is development is already underway, so that’s where the working going
5.3.* has been the most popular followed by 5.1 .

The new 5.4 licensing means only 25% of developers are interested compared to past versions.

the 27GB binary WinRAR has been downloaded >289 times 7.8 terabytes, which is more than anything

announce

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Is there any way to build using mGPU?

No, This code is based on 2018 UE4 based on Nvidia GTX 1080 and as seen in other thread mGPU only enabled in UE 5.2 then dropped.

This is just another reason why LGPU 5.2 does not exist

Sorry to bother but does this imply there is support for mGPU in UE4 builds of LS’s GPU lightmass? Because that is what im interested in.

hi @IntellMove ,
There was undocumented support for mGPU in 5.2 ONLY it was Experimental

However, due to major problems with shadows in 5.2, there is no LGPU for 5.2.

Others investigated, and Vulcan drivers were found to support mGPU in 5.3, but that means no DX12 Hardware support.

mGPU has been replaced by nDisplay.
There has never been support for Ndisplay in LGPU.
Nvidia removed support for mGPU and leaves only SLI.

UE4 DOES NOT have mGPU’s official support. The LGPU has NEVER supported Multiple GPU.

Please read my investigation in
So, they killed Multi-GPU mGPU in 5.3 and 5.4? - General / Feedback & Requests - Epic Developer Community Forums

There has been a problem with Black dots in Shadows .
This thread looks at solutions

Black dots in Shadows - Development / Rendering - Epic Developer Community Forums

Hey @Jimbohalo10, to clarify the latest LGPU release is for UE5.4.4?

hi All,
There is a problem which will impact
For users on NVIDIA 50-series GPUs experiencing issues after updating to the latest drivers.

Known issues with NVIDIA 576.02 drivers on RTX 50-series GPUs | Epic Developer Community

Thread title says it all. 5.4.4

this was originally announced in post 6 of this thread
Luoshuang’s GPULightmass Unreal Engine 5.4.3 and 5.4.4 patch
you will need to load the binary from Epic Games launcher
click drop down and select 5.4.4 from the down arrow.

This should be loaded to SSD drive and 5.4.4 patch to overwrite original binaries

There have WILL NOT been requests for 5.5
But the next version will be 5.6

Hi Luoshang, is there any chances that you can develop this for UE5.5? I’m getting very weird problems with my landscape when baking lightmass and i can’t figure out a way to downgrade the project

hi @quocanhlv2 ,
Luoshuang’s gone long ago. The 5.5 is a non-starter. Yours is the 4th request compared to the free 5.3 which now has over 350 requested people who downloaded. 5.4 Stopped all that because you need an Epic licence per device, many people are still on 4.27.

Just go into your project header and change 5.5 to 5.4 like all the very clever people did its documented somewhere In Epic documentation

Your comment about landscape errors probably means you are using Epic GPULightmass.
The official version and another Conference. Personally don’t touch it.

Being an Indie just the custodian of the code, the Arch Viz people are the biggest users.
Personally, this baking/ lighting has passed its peak. Nanite and Lumen have taken over. UEFN/Fortnite Game pays for everything Epic does on UE 5.5 onwards.

Last thing worked on was Pathfinder for 5.5 and that was a nightmare as Epic had removed all the original GTX code so that had to be put back and you can only use the new code if you make
a new project. This required over 290 lines to be changed.
Oh yes Nvidia removed minimum support for my GTX 1050 to GTX 1650 and Epic’s minimum spec is RTX 20xx series.

One person has an Nvidia RTX 50xx Series card running this UE 5.4.4, apparently, it cooks his water-cooled card. The CUD code for GTX1080 original check how many cores the card has so the RTX5090 does in 18 minutes!, that took and 1080 in 4 hours.