I’ve been working on a little scene to try out landscape and interior environments and my lighting will not build. The lightmass always crashes and I get the attached error screen. I am using trees from the free vegetation pack, any idea on what to do? I tried lowering the min lightmap resolution to 16 and I still get this.
Thanks for the reply, I have a importance volume around the architecture of the scene, not around the landscape. No matter if I build using the preview or production settings it is always stuck on building 0%
@fighter I will be able to check the exact amount 2n when i get home. Total holy **** moment but you are the one that created the vegetation assets I’m using, great work!!! What is a quick way to see how much foliage is in a map? Look at the paint landscape tab and count the amount of trees or is there a dialog that says that?
PC specs are i5-3570k, 16GB ram, Nvidia GTX 980, asrock z77 mobo, Intel 128GB SSD, 1TB Baracooda, 2TB Baracooda.
The error is tied to my instanced actor which are the tree from the veg. pack abd the sm_field_grass mesh from the kite demo. It is tied to the lightmass resolution but how can i lower it for each mesh?
Either your lightmaps on the foliage is too high resolution, or you have too much foliage which could mean your level is too big to use lightmass and you’d have to look into a dynamic lighting solution.
Click on your light - in the details panel you have to set it to moveable
You can change the lightmap resolution in the mesh editor -> double click on the mesh in the content browser - right side of the window - lightmap resolution
Already looks good!
But I personally would change some stuff:
-decrease the bloom intensity a little bit
-change the grass colour so that everything fits together
-it seems like you are using the “low” quality settings -> set them to epic