Hi pax, I want to build Unreal engine from source, I’ve cloned your https://.com/irobot/UnrealEngine/tree/GPU-Lightmass-4.23.1-release branch and built the engine, however after trying to build UnrealLightmass in VS, the build had failed with
LNK1181: Cannot Open input file 'GPULightmassKernel.lib'
Now I’ve downloaded the folder GPULightmassKernel.lib from your dropbox but don’t know what to do with it, could you tell me where do I unzip it to.
And I have read one of your comment saying
Could you please elaborate on how do I “add the path” to the “build setting for UnrealLightmass”? Is it adding a line after the
something like this in Lightmass.cpp? (I’ve tried it, putting the GPULightmassKernel.lib in Win64 folder and add the line above, the build still failed.) Or do I have to add something to another specific file? Thanks.
Hey pax invictus Just got 4.23 up and running. Only did some basic testing, but seems great so far. Nice to see a version with the new fixes all up and running; needed this version for what I’m working on. Wanted to say thank you for keeping this alive and running.
You do not need to modify the source. Open the solution in VS, right click on the UnrealLightmass project. Under VC++ Directories add the path to GPULightmassKernel.lib to Library Directories.
Not sure what you mean? Binaries for both 4.23 and 4.23.1 are in the same Dropbox folder.
While this can be true occasionally, I don’t believe it is something you can rely upon.
I appreciate that, thanks! That said, I hope everyone here keeps in mind that the person who really deserves praise is @YujiangW who is the author of GPU Lightmass.
This was probably my fault, since I move the binaries from the older versions to a separate folder in the dropbox. I copied the 4.23.0 binaries back to their original place, so the script *should *(?) work now for 4.23.0. I’m not seeing the path to the latest binary added to the script, though, so If you’re on 4.23.1 it might not work. In that case you might want to install it manually.
I am at total loss with all of the changes. I had this working once, before Luoshoang went to Epic. I am really interested in this promising approach. I am on 4.23.1, and would like to get GPULightmass working. What are the start-from-scratch steps (if I have already had this working once before on older versions of the engine) ?
Copy the “Engine” folder to your install directory and overwrite
Open Engine/Config/Baselightmass.ini to change the quality - the values at the bottom are the ones you need to change.
I have mine set to 128, 64 and 10 000, which is pretty high - still figuring out what values produce the best result.
Also, make sure you select “production” build quality in the editor. Any other setting will just act as a bottleneck, if I’ve understood correctly.