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Build lighting from command line

Is it possible to build lighting of a map from command line?

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asked Oct 28 '14 at 09:16 PM in Rendering

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Kafumanto
217 16 22 29

avatar image jcoombs Jan 06 '15 at 09:23 PM

I have the same question. Anyone have an answer?

avatar image LeFxGuy Jan 12 '15 at 12:36 PM

Yep, me too :)

avatar image THREEONEZERO Mar 18 '15 at 08:02 PM

Would be great to know this as well...multiple people would like to know.

avatar image carbophoze Apr 03 '15 at 09:45 AM

i'm waiting too

avatar image petkovic Apr 23 '15 at 07:27 AM

i hope someone from unreal will answer this question?

what kind of support is this? i its not possible just say its not possible...

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2 answers: sort voted first

A new commandlet has been added to 4.10 to build lighmaps: https://github.com/EpicGames/UnrealEngine/commit/f89256dd0efb7d0b1427729a8f8a6007

Runs a lighting build for specific, or all, map(s). Reusing the ResavePackages commandlet. The commandline for the commandlet is:

ProjectName -run=resavepackages -buildlighting -allowcommandletrendering -map=optionalmapname

Script added to UAT to automate the process. The commandline for this is:

RebuildLightmaps -project="My:/Absolute/Project/Path.uproject" -MapsToRebuildLightMaps=OptionalMapName

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answered May 05 '16 at 03:25 PM

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Kafumanto
217 16 22 29

avatar image mpo Jun 16 '16 at 11:05 PM

optionalmapname - Remember that this cannot be absolute path name, just map name ex: -map=ExampleMap OR -map=ExampleMap.umap, that is somewhere in Content directory.

Otherwise you will get an error: "DoesPackageExist: DoesPackageExist FAILED: '' is not a standard unreal filename or a long path name. Reason: Path should be no less than 4 characters long."

avatar image Ironbelly Aug 18 '16 at 10:49 PM

Is there no way to adjust the quality settings from the command line?

avatar image BubuElEngino Aug 23 '16 at 11:45 AM

I'm really interested to adjust quality settings too, or at least to know how the quality setting is chosen when building from cmd line.

avatar image Kafumanto Aug 23 '16 at 07:35 PM

It's forced to "Production Quality": https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Editor/UnrealEd/Private/Commandlets/ContentCommandlets.cpp#L919

In the linked old source code it was configurable, then Epic changed its mind I suppose.

avatar image Ixiguis Oct 30 '18 at 09:18 PM

It is possible now, add the switch -Quality=Preview/Medium/High/Production.

Here's an example, the command I use:

 "C:\Unreal\UE_4.20\Engine\Binaries\Win64\UE4Editor-Cmd.exe" "D:\Documentos\Unreal Projects\Project\Project.uproject" -run=resavepackages -buildlighting -quality=Preview -allowcommandletrendering -map=MapName

MapName should not contain folders, even if it resides inside a subfolder. Just the map name.

avatar image DLejeune Feb 27 '19 at 03:34 AM

Is there a switch to have it save the sublevels as well? When I specify a map it does the build, and from the output I can tell that it's loaded the sub-levels for the specified map and they're effecting the bake, but when it saves it only saves the specified map, not its sub-levels, which is not tremendously useful.

avatar image RVillani Mar 30 '19 at 09:40 PM

I have the same problem as DLejeune on 4.21. On this post the OP says it was working fine on 4.19, saving sublevels. But it doesn't save them on 4.21.

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Light can be rebuild from console by command like:

 UE4Editor.exe "C:\Work\Game\Game.uproject" Empty -AutomatedMapBuild CLDesc="Rebuilding Empty map" UseSCC=true

Also see:

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answered Jun 16 '15 at 12:33 PM

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Bozaro
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avatar image iscaru1988 Jun 16 '15 at 02:34 PM

Is this possible now with that commandlet? Where do I indicate the map that I want to rebuild?

EDITED - OK I assume that I must replace the Empty word by my map name

avatar image Bozaro Jun 16 '15 at 02:45 PM
 UE4Editor.exe "C:\Work\Game\Game.uproject" Empty -AutomatedMapBuild CLDesc="Rebuilding SomeMapName map" UseSCC=true

Arguments:

  • -AutomatedMapBuild - Map rebuild option (Light, Navigation graph, eth)

  • Empty - Map name

  • CLDesc - Commit message

Stock 4.7 version require perforce (fixed by https://github.com/EpicGames/UnrealEngine/pull/1188 ).

But we must remember: you need video card for light calcuation.

avatar image Kafumanto Jun 16 '15 at 02:57 PM

Thanks! Using "UseSCC=false" can it runs without interacting with the source code control system? [looked at your PR, the answer is "yes" :) ]

avatar image Bozaro Jun 16 '15 at 03:01 PM
  • On master - yes

  • On 4.7, 4.8 - you need merge PR 1188 before

avatar image ddbrown30 Dec 18 '15 at 08:55 PM

This feature is definitely not working with the command line here. It's launching the editor, checking out the files, checking in the files, and then closing. It never actually builds the lighting.

avatar image Kafumanto Dec 19 '15 at 01:27 PM

Can it be related to the problem reported in the forum [in function FEditorBuildUtils::EditorAutomatedBuildSubmit() the level is saved before the building of lights is completed.] ?

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