Reapeting "preview" tag everywhere on the scene

See the screenshot attached. I am playing with light settings and I get these “preview” tags everywhere. Red message Lighting needs to be rebuilt and lighting rebuild failing each time even with light quality on preview mode. How can I get rid of the tags and rebuild light solution correctly ?
I am using UE5.0.1 on a macbook pro 16 m1max with full specs.
Thanks
)One feedback, the 3d meshes gizmos axises should be longer.)

Those tags will go away once you have managed to build your lights - you’ll need to go through the error messages from the build to find why it’s failing.

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Thanks, This is the message I get.

What about in the Output Log? Straight after doing a build…

It’s talking about not finding an Importance Volume.

LogStaticLightingSystem: Warning: No importance volume found, so the scene bounding box was used. You can optimize your scene’s quality and lighting build times by adding importance volumes.
LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED
LogEditorBuildUtils: Build time 0:00
LogShaderCompilers: Display: ================================================
LogShaderCompilers: Display: === FShaderJobCache stats ===
LogShaderCompilers: Display: Total job queries 0, among them cache hits 0 (0.00%)
LogShaderCompilers: Display: Tracking 0 distinct input hashes that result in 0 distinct outputs (0.00%)
LogShaderCompilers: Display: RAM used: 0.00 MB (0.00 GB) of 3276.80 MB (3.20 GB) budget. Usage: 0.00%
LogShaderCompilers: Display: === Shader Compilation stats ===
LogShaderCompilers: Display: Shaders Compiled: 0
LogShaderCompilers: Display: Jobs assigned 0, completed 0 (0.00%)
LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 0.00 s
LogShaderCompilers: Display: ================================================
LogUObjectHash: Compacting FUObjectHashTables data took 0.33ms
LogAudioMixer: Warning: AudioMixerPlatformInterface Timeout [21ms] waiting for h/w. InstanceID=1
Cmd: DELETE
Cmd: ACTOR DELETE
LogEditorActor: Deleted Actor: StaticMeshActor
LogUObjectHash: Compacting FUObjectHashTables data took 0.19ms
LogEditorActor: Deleted 1 Actors (0.016 secs)
Cmd: DELETE
Cmd: ACTOR DELETE
LogEditorActor: Deleted Actor: AmbientSound
LogUObjectHash: Compacting FUObjectHashTables data took 0.18ms
LogEditorActor: Deleted 1 Actors (0.016 secs)
LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed.
DumpUnbuiltLightIteractions
Lights with unbuilt interactions: 0
Primitives with unbuilt interactions: 0
LogTexture: Display: Building textures: /Game/StarterContent/Maps/Minimal_Default_BuiltData.Minimal_Default_BuiltData:NewReflectionComponentTextureD6C57B644F03DADF4F2699848FAEA3C3 (BGRA8, 128X128 X1X1) (Required Memory Estimate: 2.499962 MB), EncodeSpeed: Fast
Cmd: MAP CHECK NOTIFYRESULTS
MapCheck: New page: Minimal_Default - Apr 24, 2022, 1:49:16 AM
MapCheck: Error: WorldSettings_1 Maps need lighting rebuilt

I found this post - it looks like it’s something to do with the World_Settings_1 map:

Interesting, however I did rebuild lighting on previous test projects before. I suspect the fbx geometry I imported to be the trouble here on this specific scene. Thanks for following up ! :call_me_hand:

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