World Partition map lighting issues targeting Oculus Quest 2

Hello everyone,
I am working on a VR project with UE 5, managed to get the world partition working in my map as well, but after converting my map I can not build my lighting any more. “LogStaticLightingSystem: Warning: WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build!”

Is this due to world partition does not support baked lightning?

Now when I preview/ deploy my map on the headset I do no not have any of my previously setup lighting visible, is there any way to sort this somehow? Thanks!

Hi Akos,

I’m not sure if World Partition supports baked lighting or not. (I can’t find any limitations listed in the docs) But we’re not the only ones confused about this.

I just created a new ‘open world’ default level and ‘Force No Precomputed Lighting’ is enabled by default + I’m unable to change it. Hoping someone can chime in with more info on this.

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