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What does the UnrealLightmass.exe do between Sky Radiosity and Processing maps?

Hi guys,

I just began to study unreal.
Since I am a lighting guy using maya, I focused on the lighting part and rendering part of unreal.

At the beginning of my level, It is quite fast to finish building lights.
However, as my level went complex, I found there is a gap between Sky Radiosity and Processing maps.
Now, If I build my Day time level at preview quality, the gap would last near 1 hour.
And if I build the Night time level at preview quality, it would last almost 8 hours.

I am just wondering what the Lightmass is doing during this gap and if there is any method to reduce this gap or even eliminate it.

Really need your help.

In addition, I can remember that on this Monday, the Night time level did not have that gap. After I added some movable lights, layers, and tried lighting scenarios, it got the 8 hours gap