We are currently having a debate internally about using CPU or GPU Lightmass. We are currently using GPU Lightmass, and there was a general understanding that GPU Lightmass was where the development focus for baked lighting would be on Epics side. Since then it’s been brought to our attention that may not longer be the case, and GPU Lightmass doesn’t seem to be getting much development attention anymore.
So, what is the current recommendation for baked lighting? CPU or GPU Lightmass? Can we expect any major updates to either of these systems in the upcoming release versions?
Unfortunately CPU and GPU lightmass have been in maintenance mode for some time and we don’t have plans for any major updates because our focus has been on realtime lighting. If you are considering GPU Lightmass, be aware there is a known issue preventing it from working with CSM https://issues.unrealengine.com/issue/UE\-291212, otherwise we don’t have a general recommendation over which one to use. What the major points of contention in the internal debate?