Build lighting for all maps

Hi,

is there any way to run the build of static lighting for all used maps of a game?

The “Build” button computes lighting only for all the levels that are within the current map (see https://answers.unrealengine.com/questions/66741/how-do-i-build-lighting-for-current-level-only.html), this means that - to rebuild static lighting - I should manually “open&build” all persistent maps of our game.

I’d like to know the answer to this as well…!

Hi all,

For what platform are you attempting to build?

Mainly Windows.

Rebuilding all maps unattended would be really handy for me too.

Have you seen this thread? Maybe this is of help and interest?

This means you could maybe build a script for this task that builds the light for all your persistent levels etc. ?

Yep, it’s another my thread :slight_smile: The idea was the same than yours: use a command line script to do that work.

lol, sorry, did not see it was your thread O:-) FeelingDumbNow

No problem! If it wasn’t mine, it would have been very useful! :wink:

Hi all,

See if this helps.

Good luck!

Please note that answer link differs from the above link. If you believe answer link below is not relevant, please comment below.

Sorry - I moved the comment below.

Sorry but both links (the link in the original question, and the link in your answer) point to the same webpage (question 66741): https://answers.unrealengine.com/questions/66741/how-do-i-build-lighting-for-current-level-only.html .

How did you get this to work with multiple maps? The command doesn’t seem to have any return value and it doesn’t block when called from the command line, so I don’t know how to wait until one map is done before starting the next.

Hi everyone,

To set up automation testing to build lighting amongst all levels, check out our documentation page here:

I don’t know how to use the information on that page, I’m not a C++ programmer. Could you perhaps provide an example?