Luoshuang's GPULightmass

Readme notes, that the repair is to remove it, if needed.

Script updated to 4.24.1

Any one tried already 4.24.1 version?

The Situx Script link. Thanks !!!
https://.com/sgeraldes/LightmassConfiguration/

UE4 v4.24.1

Doesn’t exist anymore. Searched for it in didn’t find it. Just FYI.
BTW, I installed the ‘binary’ version where you just copy over to engine DiR,4.23 here.Not sure how to uninstall, would like to as I don’ see it working nor any place noted where to uninstall.

It’s well past time this was part of ue4, the speed difference is enormous.

I am a bit lost - new to this plugin.
But has anyone a direct download link for 4.24.1?

Thank you so much, appreciate it!

From Pax Invictus : Dropbox - GPU Lightmass Binaries - Simplify your life

Install script from Situx : https://.com/sgeraldes/LightmassConfiguration/

Hi. I have been using this to compute lighting in Unreal since 4.19 it has always produced very good results, perhaps even better than CPU lightmass. However, since upgrading to the 4.24 version, I’ve been experiencing problems with it. Sometimes, GPU lightmass neglects objects from the light calculations, particularly small meshes. As a result, these meshes end up being pitch black after baking the lighting. I’ve attached an example below:

Is there something I can do on my end to fix this or is this a bug with GPU Lightmass?

Thanks,
Goolog

Any one tried already 4.24.1 version?

Yes, and I see nearly NO GPU use, MAX so far I’ve seen is 5%>GTX 9502gb, yes I know I need to upgrade but my i5-3570 is hanging.
I also can’t FIND the ‘uninstall’ location to get rid of it,again, anyone know where it is/how to manually do it if need be ?

Thx

To see the gpu usage, you need to select “cuda” in the dropdown menu on one of the gpu graphs in task manager/performance.

To uninstall gpu lightmass, from the readme:

" Reverting to CPU Lightmass
The safest way to revert back to the standard CPU Lightmass is to open the Epic Games Launcher and click on the Verify button under the engine version.
"

HM ok thx on reverting, I misread it earlier, and to cuda,don’t have it anywhere, I thought it was built-in to nvidia driver, thought Id seen someone on forum also mention that.

Hey guys! Does anybody know why after my GPU Lightmass bake I don’t have proper volumetric lightmap? Probes are just black… I’m using spotlight and emissive light in the scene… Thanks a lot!

Just downloaded and installed - thank you so much!

Unfortunately, I was not able to find a tutorial that would explain how I can control the quality of the lightmass?
Is there any guide how to do that?

One more question:
Can I actually use Ray Tracing for the GI, Reflections, AO and Translucency while using the GPU-Lightmass bake?

Thank you so much - this is fantastic!

How to install it? :eek:

Can’t find any tutorial or guide that shows how I have to install it?
Thx for any little help!

From page105 it seems the answer is:
" The safest way to revert back to the standard CPU Lightmass is to open the Epic Games Launcher and click on the Verify button under the engine version.
“”

Best

Last night I tried baking lighting over my mesh terrain ( ~10km^2 ) with GPU Lightmass - failed miserably :frowning: UE4 froze at 8%, but Swarm ran all the way through and completed whatever it was doing. I am on i7-7700, 32Gb of RAM, Nvidia GTX 1060 6Gb. What would be the reason for the failure ? Did I run out of VRAM?

My terrain is modular, so I am thinking of putting chunks into different streaming levels, each containing its own Lightmass Importance Volume and baking it one level at a time. If that fails, I’d have to go back to CPU Lightmass just for this terrain level (I baked huge outdoor levels with CPU Lightmass in the past - took a long time, but ultimately did the job without failing).

What do you think folks ?

Yes you can use Ray Tracing, since it´s just a postprocess effect!