Luoshuang's GPULightmass

Wow cant believe all these years and i have never seen any of these before! I have wondered for years why the built in GPU lightmass has not improved built in and cant believe its not more well known that more updates have been made here! Thank you so much for doing this, its a shame i only just now found out about it as its being discontinued, but thank you for all the work and cant wait to try it out!

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Hi @Jimbohalo10

I believe I have just found a very simple but hacky way to support Luoshuang’s GPULightmass for Unreal 5.5 (and probably beyond):

Since Unreal-Lightmass is its own executable seperate from the editor, I was able to copy all Unreal-Lightmass files from the 5.4 patch and then update the editor so that GPULightmass.dll can be found correctly: https://github.com/Walon1998/UnrealEngine/commit/4881fdb9c8e97027eb904b60d985d9f60fd45ef6

So far, everything appears to be working as expected, except that the progress reporter doesn’t seem to function. Do you happen to know a way to get the progress reporter working with this approach?

I hope this will help you and everyone who want to continue using Luoshuang’s GPULightmass in future Unreal versions.

Best
Neville

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hi @Walon1998 ,

The progress reporter download/setup

If you are wondering where the Progress bar has gone it’s in a separate download

ProgressBar.rar

Use WinRAR to extract LGPUprogress.rar

The file should be extracted to the version root like %\5.5\Engine

\Engine\Binaries\DotNET\ProgressReporter.exe

If you need to contact me use @Jimbohalo10 notification because most of the time is io UEFN support and UE 6 = UE5 +UEFN

@Jimbohalo10 Since I can not get UE 5.6 to work with 5.4 patch, so could I get the source version of LGPU 5.4 so I can upgrade it myself? Or could I get your email address just in case?

hi @TatLong ,

The patches are in the public GitHub repository

jimshalo10/GPULightmass-Patches-5-X: Theses GPULightmass patched source code from UE 5.3 onwards

The instructions on building 5.4-5.6 are here

UnrealEngine25/README.md at PathGTX56 · jimshalo10/UnrealEngine25

They have errors in 5.6

Download Git Bash/Git CMD from Redirecting… for Windows 10/11

Download Git Bash/Git CMD from [GitBash]( Redirecting… ) for Windows 11

To get 5.4

EpicGames/UnrealEngine at 5.4

Now edit the README and attempt to save your updates.

This creates a file in your repository called “patch-1”

View all branches and rename “patch-1” to “LGPU56” as instructed above

git clone https://github.com/YourGITName/RepositoryNAME.git --depth 1 -b LGPU56 ue5Lgpu56

You could also clone directly into VS2022 by clicking the green Code button and

“Open in Visual Studio”

basically you need to patch in the patches with git bash

cd source/repos ue5LGPU56

git remote -v

where origin is https://github.com/EpicGames/UnrealEngine.git (fetch)

Make a Fork from origin by editing README.MD

rename branch patch-1 to LGPU56

in git Bash

$ git pull -v -s subtree --allow-unrelated-histories GitHub - jimshalo10/GPULightmass-Patches-5-X: Theses GPULightmass patched source code from UE 5.3 onwards · GitHub

When complete windows in Notepad will open put on first line beginning " LGPU 56 " before to Merge

File → Save click red X

the merge completes
now right click Ue5.sln open with Visual studio and follow Build instructions in link above

Then go into VS2022,WONT WITH VS2026, and use the git failed merge function to edit and correct.

Then build takes about 6 hours on my 2015 PC with SDRAM 19 hours on an HDD

Good Luck

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hi all,

Now that UE 6.0 has been announced and the preview ue6-main has been built.

Is there any interest in source version LGPU 6 as the UE 6.0 Early Access binary may be launched in Q2 2027.

The CPU version works as described in

Community Tutorial: Fixing Baked Lighting Artifacts in Unreal Engine - General / Tutorial & Course Discussions - Epic Developer Community Forums

Thanks a lot! Sorry for the late reply, had something else occupied my week. Would tell you soon if I can make it work.