Hi @Nick_Tarasov, I cannot fix the problem with the BINARY Launcher version.
I have documented the source version in an earlier post-Git Repository I have forked.
hi @poky, YES for many with GTX 10xx Nvidia graphics cards like my GTX 1050 it is the ONLY CODE that supports these earlier Graphics Cards.
Epic has chosen to BLOCK all cards below RTX 2090.
This is simple indie dev is quite able to use the source and binary versions.
Companies that have to use Final versions are way behind, they even still use Visual 2019 instead of Visual Studio 2022, then moan very loudly when they have a problem, expecting indie to fix their problem.
’s GPULightmass is CUDA based, so only runs on Nvidia hardware, and can run out of vram pretty quickly for larger projects. Radiosity based. Faster. To really get the best quality out of it, light map resolution needs to be cranked pretty high.
Epic’s GPULightmass also has realtime preview options, does more to accurately represent materials so world position and vertex color effects are considered. Path tracing based. Doesn’t run out of memory. Slower, but there’s room for speed improvements.
For some people/projects, ’s GPULightmass will be better, but Epic’s is generally more robust and better integrated.
I know I am a little late to the party but I have experienced this as well … It appears to intermittently occur when there is more than 1 static light (spotlight or pointlight) in the scene using 's GPU lightmass to build lighting. (UE 4.27.2)
UPDATE:;-
I have tried to make a binary compiled version but will only allow 2GB binary updates on each git push/commit and won’t allow more than 50GB containing Binary files using the Epic FREE licence.
I assume you want this as a BINARY package. I must admit I have never tried that. Looking at the current built version it’s 109GB.
NOT even Git-Large would allow that