# Luoshuang's GPULightmass

**URL:** <https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474>\
**Category:** Rendering\
**Tags:** unreal-engine\
**Created:** [April 13, 2018, 5:44am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474 "2018-04-13T05:44:47Z")\
**Posts on this page:** 20\
**Page:** 58

<div class="post-metadata">

**Author:** ![PsiCondition](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PsiCondition](https://forums.unrealengine.com/u/PsiCondition)\
**Post date:** [May 27, 2019, 1:18pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1184 "2019-05-27T13:18:51Z")

</div>

> [@](#):
>
> I suppose they are using 12 separate PC’s with one card each

Yes 15 PC´s today 😉

---

<div class="post-metadata">

**Author:** ![zoostation](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zoostation](https://forums.unrealengine.com/u/zoostation)\
**Post date:** [May 27, 2019, 5:07pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1185 "2019-05-27T17:07:45Z")

</div>

> [@](#):
>
> For me, most of the time, it was lightmap resolution and materials textures. Many of them were 4k or 8k size and exported directly from 3ds max file via Datasmith. Resizing them to more suitable values, like 256, or 512 for many not so important meshes helped a lot. Also, try to play with \*\*\*MappingSurfaceCacheDownsampleFactor \*\*\*values and set them higher, like 4, 8, or even higher, in \*\*\*BaseLightmass.ini \*\*\*. It reduces the accuracy of lightmap builds, as I understand, but at the same time reduces memory consumption.

Will give it a try, thanks. The lightmap build is currently being calculated at “Extreme” quality…

---

<div class="post-metadata">

**Author:** ![Cameron\_Abt](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Cameron\_Abt](https://forums.unrealengine.com/u/Cameron_Abt)\
**Post date:** [May 28, 2019, 12:28pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1186 "2019-05-28T12:28:43Z")

</div>

> [@](#):
>
> Anybody? Nobody?

Clear your cache from within swarm agent on the offending PC (Cache -\> Clean, then Cache -\> Validate). Might have to do it on all build PCs to be safe. This happens to us when we build different projects with different UE4 versions without clearing cache in between.

---

<div class="post-metadata">

**Author:** ![Alessiana](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Alessiana](https://forums.unrealengine.com/u/Alessiana)\
**Post date:** [May 29, 2019, 9:46am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1187 "2019-05-29T09:46:47Z")

</div>

> [@tc22](#):
>
> 2080TI it work smooth in 4.22

Did you try with 4.22.2?

I’m having problem building lightmass in 4.22.2 It crashes when “building reflection captures”

and this is the log:

```html
[2019.05.29-09.36.33:369][443]LogWindows: Windows GetLastError: Operazione completata. (0)
[2019.05.29-09.36.33:369][443]LogThreadingWindows: Error: Runnable thread RenderThread 2 crashed.
[2019.05.29-09.36.33:369][443]LogWindows: Error: === Critical error: ===
[2019.05.29-09.36.33:369][443]LogWindows: Error:
[2019.05.29-09.36.33:369][443]LogWindows: Error: Fatal error: [File:C:\Users\LKA-Bomba\Documents\MID\LKA-UE4.22\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 819]
[2019.05.29-09.36.33:369][443]LogWindows: Error: Rendering thread exception:
[2019.05.29-09.36.33:369][443]LogWindows: Error: Fatal error!
[2019.05.29-09.36.33:369][443]LogWindows: Error:
[2019.05.29-09.36.33:369][443]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff
[2019.05.29-09.36.33:369][443]LogWindows: Error:
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa35cea293 UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHISetShaderUniformBuffer() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:717]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6ee8e0 UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteInner_DoExecute() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:325]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6ee4c4 UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteInner() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:592]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6eeed6 UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteList() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:615]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6c8a87 UE4Editor-RHI.dll!FRHICommandListBase::~FRHICommandListBase() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:846]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6eaf9f UE4Editor-RHI.dll!FRHICommandWaitForAndSubmitSubList::Execute() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:1041]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6ecec7 UE4Editor-RHI.dll!FRHICommand<FRHICommandWaitForAndSubmitSubList>::ExecuteAndDestruct() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\public\rhicommandlist.h:680]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6ee8e0 UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteInner_DoExecute() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:325]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6ee4c4 UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteInner() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:592]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6ef444 UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteList() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:642]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a7005da UE4Editor-RHI.dll!FDynamicRHI::LockVertexBuffer_RenderThread() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:1979]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa39541dba UE4Editor-Renderer.dll!FParallelMeshDrawCommandPass:ispatchDraw() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\meshdrawcommands.cpp:1230]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa3950ffde UE4Editor-Renderer.dll!SubmitDistortionMeshDrawCommands() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\distortionrendering.cpp:511]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa394f2a66 UE4Editor-Renderer.dll!FSceneRenderer::RenderDistortion() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\distortionrendering.cpp:640]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa394a1fe7 UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1924]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa3984b370 UE4Editor-Renderer.dll!CaptureSceneToScratchCubemap() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\reflectionenvironmentcapture.cpp:731]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa3985af16 UE4Editor-Renderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`CaptureSceneIntoScratchCubemap'::`4'::CaptureCommandName,<lambda_0b438a0ab9eba0ac7600a08d0c609e3c> > >::ExecuteTask() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\public\async	askgraphinterfaces.h:842]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa43dc22d8 UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\async	askgraph.cpp:686]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa43dc2563 UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\async	askgraph.cpp:582]
[2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a8459f1 UE4Editor-RenderCore.dll!RenderingThreadMain() [c:\users\lka-bomba\doc
[2019.05.29-09.36.33:369][443]LogWindows: Error:
[2019.05.29-09.36.33:369][443]LogWindows: Error:
[2019.05.29-09.36.33:369][443]LogWindows: Error: Crash in runnable thread RenderThread 2
[2019.05.29-09.36.33:376][443]LogOutputDevice: Warning:

Script Stack (0 frames):

[2019.05.29-09.36.33:376][443]LogWindows: Windows GetLastError: Operazione completata. (0)
[2019.05.29-09.36.33:376][443]LogWindows: Error: HandleError re-entered.
[2019.05.29-09.36.33:376][443]LogWindows: FPlatformMisc::RequestExit(1)
[2019.05.29-09.36.33:388][443]Log file closed, 05/29/19 11:36:33

```

If I remove any reflection capture in the scene i get this error instead:

```html
LoginId:a4c1de9a4bb6833c0b7be9a44f231422
EpicAccountId:d37d2c3a30454e04b59de72af716f364

Assertion failed: LCI->GetResourceCluster()->UniformBuffer [File:C:\Users\LKA-Bomba\Documents\MID\LKA-UE4.22\Engine\Source\Runtime\Renderer\Private\LightMapRendering.cpp] [Line: 49]

UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!FDebug::AssertFailed() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\misc\assertionmacros.cpp:440]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\misc\assertionmacros.cpp:418]
UE4Editor_Renderer!FUniformLightMapPolicy::GetVertexShaderBindings() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\lightmaprendering.cpp:122]
UE4Editor_Renderer!FMeshPassProcessor::BuildMeshDrawCommands<TMeshProcessorShaders<TBasePassVertexShaderPolicyParamType<FUniformLightMapPolicy>,FBaseHS,FBaseDS,TBasePassPixelShaderPolicyParamType<FUniformLightMapPolicy>,FMeshMaterialShader,FMeshMaterialShade() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\public\meshpassprocessor.inl:64]
UE4Editor_Renderer!FBasePassMeshProcessor::Process<FUniformLightMapPolicy>() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\basepassrendering.cpp:970]
UE4Editor_Renderer!FBasePassMeshProcessor::AddMeshBatch() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\basepassrendering.cpp:1504]
UE4Editor_Renderer!GenerateDynamicMeshDrawCommands() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\meshdrawcommands.cpp:516]
UE4Editor_Renderer!FMeshDrawCommandPassSetupTask::AnyThreadTask() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\meshdrawcommands.cpp:791]
UE4Editor_Renderer!TGraphTask<FMeshDrawCommandPassSetupTask>::ExecuteTask() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\public\async	askgraphinterfaces.h:842]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\async	askgraph.cpp:1029]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\async	askgraph.cpp:854]
UE4Editor_Core!FTaskThreadAnyThread::Run() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\async	askgraph.cpp:930]
UE4Editor_Core!FRunnableThreadWin::Run() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]

```

---

<div class="post-metadata">

**Author:** ![DsyD](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DsyD](https://forums.unrealengine.com/u/DsyD)\
**Post date:** [May 29, 2019, 12:26pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1188 "2019-05-29T12:26:44Z")

</div>

For source builds, can we use the 4.21 “EngineModification” files for 4.22 or do we need to manually change some lines in 4.22?

---

<div class="post-metadata">

**Author:** ![Miguel1900](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/miguel1900/32/1010694_2.png) [@Miguel1900](https://forums.unrealengine.com/u/Miguel1900)\
**Post date:** [May 29, 2019, 5:39pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1189 "2019-05-29T17:39:40Z")

</div>

Hi ,

Today, after a lot using your marvelous tool, I have seen that from World Settings, the Indirect Lighting Quality also affects the calculation (recommended to set it to 100). Maybe you already knew this, but I thought it was affected only by the phrase of the first post:  
_Lightmass parameters and quality settings specified in the editor are ignored except for **Num Indirect Lighting Bounces** _

In addition, what would you think about adding info about Elapsed Time? Even a button to close it after finished, so I can leave it calculating and, when turned back, see the time it took to render it 🙂

Best regards! And Thank you as always!

---

<div class="post-metadata">

**Author:** ![DsyD](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DsyD](https://forums.unrealengine.com/u/DsyD)\
**Post date:** [May 31, 2019, 10:03pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1190 "2019-05-31T22:03:11Z")

</div>

> [@DsyD](#):
>
> For source builds, can we use the 4.21 “EngineModification” files for 4.22 or do we need to manually change some lines in 4.22?

Anyone know the above? Seems like people are using this with 4.22 but not sure if they’re launcher version or source builds…

---

<div class="post-metadata">

**Author:** ![fael097](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/fael097/32/250778_2.png) [@fael097](https://forums.unrealengine.com/u/fael097)\
**Post date:** [May 31, 2019, 10:50pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1191 "2019-05-31T22:50:10Z")

</div>

whoa this looks amazing.

however I’m gonna wait until it works with 4.22.2 as some people are reporting some errors  
can’t wait to try it

---

<div class="post-metadata">

**Author:** ![YujiangW](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@YujiangW](https://forums.unrealengine.com/u/YujiangW)\
**Post date:** [June 1, 2019, 7:40am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1192 "2019-06-01T07:40:37Z")

</div>

Hi, I’m .  
I have open sourced GPULightmass here:  
With the development of an official GPU Lightmass using DXR starting, GPULightmass is in a frozen state now. Its life is up to you community members!

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_07ba773b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_07ba773b](https://forums.unrealengine.com/u/anonymous_user_07ba773b)\
**Post date:** [June 1, 2019, 11:51am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1193 "2019-06-01T11:51:56Z")

</div>

@YujiangW, big fan of your work!

Is there a release date, or projected UE4 version, for the DXR Lightmass you’re building?

---

<div class="post-metadata">

**Author:** ![KoTbonda](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@KoTbonda](https://forums.unrealengine.com/u/KoTbonda)\
**Post date:** [June 1, 2019, 6:22pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1194 "2019-06-01T18:22:44Z")

</div>

> [@YujiangW](#):
>
> Hi, I’m .  
> I have open sourced GPULightmass here:  
> With the development of an official GPU Lightmass using DXR starting, GPULightmass is in a frozen state now. Its life is up to you community members!

How can I help?

---

<div class="post-metadata">

**Author:** ![fael097](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/fael097/32/250778_2.png) [@fael097](https://forums.unrealengine.com/u/fael097)\
**Post date:** [June 2, 2019, 4:20am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1195 "2019-06-02T04:20:51Z")

</div>

> [@YujiangW](#):
>
> Hi, I’m .  
> I have open sourced GPULightmass here:  
> With the development of an official GPU Lightmass using DXR starting, GPULightmass is in a frozen state now. Its life is up to you community members!

Man, I just found out about this plugin and wanted to give it a try but I’m on 4.22.2 now. is it possible to use this with 4.22.2?

---

<div class="post-metadata">

**Author:** ![Muchasty](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Muchasty](https://forums.unrealengine.com/u/Muchasty)\
**Post date:** [June 2, 2019, 8:25am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1196 "2019-06-02T08:25:51Z")

</div>

Hi @YujiangW !  
Thanks for your commitment in Lightmass project.  
You did sth very, very important. Something extraordinary! Especially for all of us who are using UE4 for and related stuff.  
You gave us completely new quality and speed of baking !  
**THANK YOU !**

It would be nice to know what the future is coming with:

1. If work on current GPULM is frozen does it mean that in next UE4 release (4.23) we should expect built-in GPULM-DXR ( I will call it DXRLM) version ?
2. Is there possibility that DXRLM will be able to use RTX family RT cores to create instant lightmaps, on the fly ?
3. Are any changes planned in usage/creation of UV maps dedicated for lightmaps when DXRLM will be released?
4. What really should we expect from DXRLM ?

I know that you cannot give us answers to all of the questions so I invite to our Ligthmass community @Amanda.Bott , because Lightmass is a critical element in our workflow.  
Thank you.

---

<div class="post-metadata">

**Author:** ![rafareis123](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@rafareis123](https://forums.unrealengine.com/u/rafareis123)\
**Post date:** [June 3, 2019, 6:50pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1197 "2019-06-03T18:50:12Z")

</div>

Many thanks for your effort! 😃

---

<div class="post-metadata">

**Author:** ![ldo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ldo](https://forums.unrealengine.com/u/ldo)\
**Post date:** [June 3, 2019, 8:23pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1198 "2019-06-03T20:23:55Z")

</div>

Any news on Prometheus LM?? It was announced couple month ago and even test version works perfect. Does your statement meat that Prometheus is frozen too?

---

<div class="post-metadata">

**Author:** ![kurylo3d](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kurylo3d/32/1150889_2.png) [@kurylo3d](https://forums.unrealengine.com/u/kurylo3d)\
**Post date:** [June 6, 2019, 10:29am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1199 "2019-06-06T10:29:56Z")

</div>

any news on LOD/HLOD support so we dont see black spots

---

<div class="post-metadata">

**Author:** ![DsyD](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DsyD](https://forums.unrealengine.com/u/DsyD)\
**Post date:** [June 6, 2019, 3:43pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1200 "2019-06-06T15:43:01Z")

</div>

> [@fael097](#):
>
> Man, I just found out about this plugin and wanted to give it a try but I’m on 4.22.2 now. is it possible to use this with 4.22.2?

I haven’t done anything too crazy with it, but it works for me in my custom 4.22.2 source build using the “4.22.0 Unified Settings” download from the OP.

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<div class="post-metadata">

**Author:** ![fael097](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/fael097/32/250778_2.png) [@fael097](https://forums.unrealengine.com/u/fael097)\
**Post date:** [June 7, 2019, 4:47am UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1201 "2019-06-07T04:47:34Z")

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> [@DsyD](#):
>
> I haven’t done anything too crazy with it, but it works for me in my custom 4.22.2 source build using the “4.22.0 Unified Settings” download from the OP.

that sounds cool, but honestly I don’t know a thing about all this open source stuff, so you lost me at “custom 4.22.2 source build” I know how to download executables and install them, lol.  
could you point directions on how to get this working?

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**Author:** ![Bakikibakibabaki](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Bakikibakibabaki](https://forums.unrealengine.com/u/Bakikibakibabaki)\
**Post date:** [June 7, 2019, 12:58pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1202 "2019-06-07T12:58:25Z")

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> [@fael097](#):
>
> that sounds cool, but honestly I don’t know a thing about all this open source stuff, so you lost me at “custom 4.22.2 source build” I know how to download executables and install them, lol.  
> could you point directions on how to get this working?

Hey Fael097,

just download the zip for the 4.22! unzip it! put unzipped files in to your UE\_4.22 folder. Usually C:\Program Files\Epic Games\UE\_4.22.  
and you are good to go

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<div class="post-metadata">

**Author:** ![diegoramirez](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/diegoramirez/32/1168899_2.png) [@diegoramirez](https://forums.unrealengine.com/u/diegoramirez)\
**Post date:** [June 7, 2019, 2:55pm UTC](https://forums.unrealengine.com/t/luoshuangs-gpulightmass/109474/1203 "2019-06-07T14:55:38Z")

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> [@fael097](#):
>
> Man, I just found out about this plugin and wanted to give it a try but I’m on 4.22.2 now. is it possible to use this with 4.22.2?

Working on 4.22.2 using

> [@fael097](#):
>
> that sounds cool, but honestly I don’t know a thing about all this open source stuff, so you lost me at “custom 4.22.2 source build” I know how to download executables and install them, lol.  
> could you point directions on how to get this working?

I´m using 4.22.2 and works perfect. You can try using the script “Lightmass Configurator”

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