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

1 Like

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

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