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.
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 . Wny its mainly for Consoles!
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