TL;DR I’ve hit a snag with the latest version of UE5. I’ll keep pushing in my spare time, but for now I am unable to build a useable UE5-compatible GPULightmass.
I’ve spent some time over the weekend trying to build a UE5.0.1 version. Due to some changes to the base vector types in UE5.0-release, this time around, there were quite a few conflicts in the process of cherry-picking GPULightmass on top of UE5.
It took me the better part of the weekend trying to figure out what needs to be done just to get it to compile and run without crashing.
Although I did finally manage to get that done, the results are unfortunately unusable - no bounce lighting and weird lightmap artifacts.
At this point I’m not sure I can continue without a deeper understanding of the changes that were made to the UE5 internals and how those apply to GPULightmass. Maybe a quick Zoom call with (a.k.a. ) will be enough to figure it out but, to be honest, I am too busy with my day job during the week to devote any significant amount of time to this effort.
As you can see, a simple video tutorial is unlikely to be sufficient.
I’m sorry I cant give you better news right now!