Hello everyone.
I have an issue in my light build introduced when I began adding LODs to my scene. I am aware that this is a limitation of GPULightmass, however my LOD’d meshes have black splotches on them due to LOD1 poking out of LOD0.
This is very problematic because I am working on a project that requires me to use LODs and unfortuntely going back to CPULightmass will increase my light build times exponentially.
As such, is there a work-around for this problem? Is this problem ever going to be addressed?
I am using UE 4.26 and the respective GPULightmass version.
Thank you.
P.S. - I have tried to see if I can reuse the Lightmap of LOD0 for the rest of the imported LODs (eg. LOD1, 2, etc.) but Unreal does not seem to support this. The built-in LOD generator however reuses the Lightmaps used in LOD0 for the rest of the generated LODs, which fixes the issue. This however is not optimal for my use-case scenario as I am REQUIRED to use imported LODs.