Thanks. Did not work so well.
My architectural scene is huge. It’s a government office complex.7 storeys high with street and courtyards.
Here is the breakdown
• 543 Meshes (size map 660 Mb)
• 1,900 Lights with IES files ( I know it’s crazy but it mus represent the reality) is there a work around?
• 396 Textures ( size map 2.9 Gig )
• Need to add art pieces everywhere and garden vegetation…Don’t see how I can ;(
• Build Lighting quality - PRODUCTION
Here is what I have done so far,
• I’ve manually deleted all the unused elements ( UNREAL should really work on a cleaner within the Engine)
• Reduced All my texture maps by 50%
• Reduced the vertices counts and triangles of my most detailed meshes by 50%
• Followed the guide from UE4 Testing and Optimizing Your Content | Unreal Engine 5.1 Documentation
Is the scene referencing to past scenes or anything else? My FirstPersonExampleMap_BuiltData is still 2.4G
I can build from scratch by exporting the persistent level, but I have to re-texture the 543 meshes plus the lights and
blueprint teleport actions do not follow.
Any IDEAS?
Is it the lights, the meshes, the textures, the Reflection spheres LOD?
Where should I cut?
Appreciate for your help.
M.